Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
This is the first league I am playing in. The league consists of half are space marines, some are chaos, there are 1 or 2 guard players, and there are 2 tau players. Here the list I came with so far.
toxic sacs, wings, 2 twin-linked devourers
14 Hormagaunts - 154
adrenal glands (initiative)
14 Hormagaunts - 154
adrenal glands (initiative)
3 Raveners -114
2x scything talons
4 warriors -180
adrenal glands (weapon skill), flesh hooks, toxin sacs, wings, 1x scything talon, and 1x rending claws
adrenal glands (weapon skill), enhanced senses, spine banks, 1x barbed strangler,1x venom cannon
3x Zoanthrope -195
warp blast, synapse creature
all comments and suggestions are accepted
Add enhanced senses, and this guy's gold. Although it's not strictly necessary, twin-linked BS 4 is much better than twin-linked BS 3.Originally Posted by silvanoxOuch, this is going to hurt you. You don't have the numbers here to soak the enemy fire you'll be taking on the way in. Consider dropping the upgrades from the hormagaunts and genestealers to free up points, and maybe consider dropping the Raveners to make room for some spinegaunts to soak hits.Originally Posted by silvanoxThose warriors are good, but they're really expensive. I'd drop the toxin sacs, because with rending you don't need it. If you can find the points, consider two broods of three Warriors rather than a single brood of four. If it's worth taking one of, it's worth taking two of, and this will give you a lot of mobile synapse.Originally Posted by silvanoxDrop the Adrenal Glands from the carnifex... he shouldn't be getting into CC anyway. If you feel he's unprotected in the back. drop Warp Blast from one of your Zoanthropes and keep it nearby to provide synapse. The Zoanthropes are really expensive for what they'll do for you in a small points game. You may actually want to consider dropping them, for a duplicate carnifex and a single synapse-only Zoanthrope (to hover near them and give them the synapse benefits).Originally Posted by silvanox
Some additional information: 50% of your opponents are Space Marines. Hormagaunts aren't going to provide near the benefit you think they will... consider replacing them with a few broods of spinegaunts instead to soak fire. They're almost as fast, and will do about as well in CC against space marines as Hormagaunts will. The trick it to give your SM opponents too many targets to be able to effectively shoot at all of them. Numbers will also help you against both Tau, Chaos, and Imperial Guard. Against Tau and IG, even basic spinegaunts are deadly in CC, and the more of them you can field, the harder it will be for your opponent to kill them all.
toxic sacs, wings, flesh hooks, enhanced senses, 2 twin-linked devourers
4x2 Warriors- 168 points each
flesh hooks, adrenal glands (weapon skill), wings, rending claws, scything talons
warp blast, synapse
Enhanced senses, spine banks, barbed strangler, venom cannon
any ideas on what to spend the last 39 points on?
Hmm... get 2 more spinegaunts and break your broods into 3 groups of 16. (the more force organization slots you fill, the better able you are to counter an opponent's deployment). Also, broods of 16-20 are better able to use cover than larger broods are.Originally Posted by silvanox
That still leaves you with nearly 30 points. You could get an additional genestealer, or four more gaunts, or you could probably buy an acid spore mine cluster with two mines.
Alternatively, you could buy Warp Field for your flying tyrant. They're a fire magnet, so the longer you can keep them alive the better (and you never know when you might need a 6+ invulnerable save.
I didn't even think about the warp field. thats where the remainder of those points will go to. I think I will also split up the gaunt broods in case I have the 'claim table quarters' objective.
It also helps, during deployment, because at the end you get to pick and choose what you deploy where, while your opponent is stuck with a strategy attempting to counter your initial on-board placement.
I'd suggest changing the AG-WS for AG-I. With standard marines have the same WS and I as your warriors... Going first to kill marines and prevent them from striking back will help much more than going at the same time and hitting on 3's instead of 4's (when what you're really after are 6's for rending).
thats a good idea. If I drop 2 guants, that will free up points for initiative glands. that brings the total to 1298
you should try giving your genestealers extended carapace so you get a save vs bolters
this is just my opinion, but i think you should take the two squads of 22 gaunts and make them 4 squads of 11 gaunts. Also split the 12 genestealers into two squads of 6. that would fill up your troop choices.
Order Of The Black Rose
<span style='color:red'>Bood Gods Acolyte</span>