Welcome to Librarium Online!
--this list has only lost 2 games out of the 100 I used it for, 1 to blood angels running an armored list, and 1 to daemons... a damn good daemon player.
hive tyrant w/ hive commander & acid blood 210
10 termagaunts 50
15 hormagaunts 90
Doom of malan'tai 90
mysetic spore 40
5 ymgarl genestealers 115
hive guard 50
6 raveners 180
strategy is quite simple *RUSH* pop as many extra terms as you can while keep on pushing forward. Run the hive tyrant and raveners in front to give your opponent something big to worry about. Drop the doom right in his face... with the mysetic spore it's not risky, and choose a good spot for the ymgarls. Do all that and your opponent should be going home with a bleeding rectum.
Ill be honest, this is a very poor list. You have 1 model capable of dealing with tanks. 1. And thats before we get onto the fact youve got very little effective anti infantry. Any good, quality list will slam this into the dirt very quickly. Id have to surgest that the opponents in your area arent running quality lists if youve only lost 2 games.
Sorry, and I hate to be so damning, but if you're going to make big claims you've got to back them up, and I'm afraid its certainly not cheesy. Ive seen more cheese in a lactose intolerant's fridge.
Your friendly neighbourhood gargantuan creature
actually there are 4 models able to deal with tanks tyrant, hive guard, tervigon, and doom (when it gets up there), there is lots of anti infantry, mostly close combat, tervigon makes more teragaunts, ymgarl can spawn in terrain and assault same turn, doom has an A.O.E. that kills infantry left and right, hormagaunts can outflank from the hive commander, making them able to take down (or distract) your opponent really quickly.
im with Dule on this matter, one anti tank, your weapon options on your MC's are not correct your not getting the most out of your Lil gribblys, and doom is only any good if you can get loads of infanty on the board and out of their cans, which you can not. People where you play must not run armour transports like the rest of the world becase if they did you would get a kicking evey time. Sorry pal but its a bold statement to make and the list does not hold up to it.
Genoraptor speaks the truth. I agree with what he says, but lets look at your claims in more depth to try and show you whats wrong with the list.
So starting with "4 models that can deal with tanks"
The hive guard is good. It can deal with tanks. 1 on its own is a bit suspect, but its a start
Doom wont be on the board turn 1 and might not come down turn 2. Its also very fragile to anything S8+ so i wouldnt expect it to last all too long. But in fairness, lets say doom could pass as an anti tank unit.
The tyrant and the tervigon however, are not good enough. Yes they're monstrous creatures, and yes if they catch tanks, they blow them up. But they're slow. If your opponent is stupid enough to leave a tank sitting infront of an MC, then yes its going to die. They deserve it for being an idiot. For a start those tanks can move 12". Guarenteed. Those big bugs move 6 and can run. Fact of the matter is that the opponent could simply just move away every turn and the MC's will never catch the tank. Thats before you consider fast vehicles, which wont even let you get close, or god forbid fast skimmers, which will just shoot you, then merrily boost into the distance away from your scary creatures. Footslogging MC's will NEVER serve as a good anti tank unit.
Also you didnt read what i typed properley. I said you had "very little EFFECTIVE anti infantry." Yes theres a lot of units that can kill infantry, but the fact is most of them suck.
In order you mention them: Tervigon and termaguants - whoop de do. The tervigon spawned some guants. But termaguants are terrible in combat. They cant kill a damn thing unless you give them buffs, which you havnt. These are nothing better than objective campers. They wont kill squat. The tervigon might pick off the odd model, but again its not great and shouldnt really be in combat anyway incase it dies, which will wipe out the termaguants.
Ymgarls, a good unit, but too small. 5 will achive absolutly nothing. Its all well and good getting the assault from some terrian, but you need to be able to do something with it. They will lose in an assault to just about anything. Heres a 10 man tactical squad, with PF sargent. Not exactly a rare, or powerful CC unit. Statistically
Ymgarls will have 20 attacks (assuming the +attack mutation), of which 12 hit. You'll then have 2 rending wounds and 4 saves. So on average, 3 marines will die. Then they attack back with 6 attacks, and 2 PF from the sargent. 3 attacks will hit, 1-2 will wound and chances are youll lose at least 1 ymgarl. The PF sargent will kill another. Next round you lose combat if you're lucky, if not, you get wiped out. And thats assuming they go first, if you have to move through cover then the marines get first strike!
The ymgarls are a good unit, but you need more.
Doom will kill infantry. For a turn, before it gets instant deathed. Assuming the opponent isnt an idiot, doom will die. So youll get some anti infantry kills for a turn, maybe 2 if you're lucky.
Hormaguants, again good unit, but too small in size. You should be looking at 20. And they should always ALWAYS have toxin sacs. They wont kill anything stronger than a unit of guardsmen as is. Again some quick maths against that tactical squad....
15 hormaguants gets 45 attacks. Of these you have a 58% chance to hit (ish) with those tallons, for 26 hits. A third will wound, which gives 8 wounds. From there, 2 marines die. Marines get 7 attacks back, 3 hit, 2 wound, 2 dead. The sargent will probably kill another 2. You lose combat and next round it gets worse.
And thats just a tactical squad. Imagine how badly youd lose against chaos space marines, space wolves, striking scorpions, whyches, in other words something that actually good at assaulting!
In short, the list isnt cheesy and its not any good either. Your claims are vastly exagerated and when it comes down to it theres very little that poses any real threat in the list to anybody.
Your friendly neighbourhood gargantuan creature
Speaks the truth
You cn EASILY make that list into something MUCH better though from the above comments.
hmmmm...... I'd hate to say it but I'm fairly certain my current 1k like has a bigger beard and better cheese......
8 more t6 wounds than you, 2x the range of your longest ranged unit, I'm fairly certain it can take a hit better. and I'm positive I can kill 60% of your army before turn 3. and I wholeheartedly agree with everything stated above.
your list better be ruthless before you go about making that cheesey claim sir!
(to show off I'm not in fact full of it myself)
115-Prime, B/S Lashwhip, AG, regen
100-2 hive guard
100-2 hive guard
185-tervigon, catalyst, dominion, cluster spines, toxin sacs
I've only lost to our very experience eldar player, and one of our space wolves player, players from our group i've faced? (mechdar, footdar, mechguard, foot guard, mech angles, mech-ish SW, swarm/mech orks, MC spam daemons, other nids, skiff spam DE and sisters once )
*please feel free to criticize if you feel my claim Isn't up to snuff *
Last edited by Fenix; April 29th, 2011 at 08:37.
Last edited by Genoraptor; April 29th, 2011 at 12:16.
Meh gaunts usually die dont bother wasting points on them. The T-fex is overkill I would drop that and grab another tervigon with gaunts. With those leftover points look at some upgrades or biovores.