Welcome to Librarium Online!
Seeing as I have an Orkish ally, I've taken some liberties and deviated from my standard 1000 point list. This is going to be my first combat against Daemonhunters (played by merciless powergamer, no less... but it's his first game with the army after having spent months playing Eldar), and my ally (the Ork player) is new to the game. Myself and my IG opponent are both prone to trying new things in the middle of combat, and this list is a reflection of that. Normally I wouldn't field Warp Blast Zoanthropes in less than 1500 points, but against marines, I'm really looking for the ap3.
2x Twin-Linked Devourers
Adrenal Glands (WS)
Hive Mind Powers:
Rending Claws x2
Barbed Strangler (36” S8 AP5 Assault 1 Large Blast Pinning)
Venom Cannon (36” S10 AP4 Assault 2)
Hive Mind Powers:
Twin Linked Devourers (18” S4 AP- Assault 4 Twin Linked Living Ammo)
Total Cost: 1000 (exactly)
The list is designed to be very shooty (It's the tactic I'm trying, my regular list has almost double the troops). The CC biomorphs on the winged Tyrant are in place because I fully expect the Daemonhunters to charge him, and I'm not exactly certain how many multi-wound models they can field. The Genestealers are an obvious target, but the Ork player should be fielding enough Choppas to make Grey Knight Terminators substantially less dangerous anyway, so I'm taking them on the off-chance that they either A) Draw far more fire than they're actually worth, or get ignored until they actually get into close combat.
The Carnifex I've set up to be an obvious target... it's really more expensive than I'd generally field, and I'm actually doing it to test out Regenerate in combat (rather than on paper). I want him to draw fire, since my IG opponent uses far more missile launchers than Lascannons, the only real threats to the Carnifex will most likely be a Leman Russ (or two), and any tanks that the Grey Knights field (if any).
The Zoanthropes I'm trying out as Grey Knight busters, although I know it's highly unlikely they'll actually do much, there's always a chance they'll go ignored for the entire game. My friends know I don't really care for 'Thropes, so I'm looking to surprise them by shaking my list up a bit and "evolving" my tactics.
Last edited by PoptartsNinja; October 29th, 2005 at 20:51.
Not a bad list. Different, but ok. do you know if the daemon hunters player is fielding pure GK? By the sound of you wanting omre AP 3 i'm assuming so. i don't kow if you're a fan of them or not, but what aout a lictors, just to disturb the gaurd's firing line. it may give you some break from being shot at for a small while. Um, as you're trying something different there's no point trying you to change it to the "perfect" list, which would look like normal list anyway. Have fun with it and let us know how you go. happy hunting
I'd drop the AG-WS. You'll be at WS-5 with your opponents at -1 WS from the miasma... with the way the to hit works on HtH (hitting double your WS on 4's), you gain next to no benefit from both AG-WS and Miasma... The only benefit you will have is against WS-6 opponents (at which point you'll hit on 3's instead of 4's), and WS-7 opponents (who will hit you on 4's instead of 3's)... If you don't expect to go up against any of these, remove it.Originally Posted by PoptartsNinja
And Miasma is much better than AG-WS when you'll be fighting against WS-3 opponents (IG!)... They'll then be at WS-2 and need a 5+ to hit your WS-5.
Also would remove Bio Plasma, as if you charge an opponent and only get 1 model in base to base, that will be the model removed if you kill with it. Then no more combat that assault phase.
I'm also not a big fan of implant attack on Tyrants, as a lone flying tyrant isn't the best character killer... if you're going to send him at the daemonhunters (probably won't last too long there), keep it... if at the IG, drop it. And with the 2xdevourers against IG's T3, he'll do great there.Good troop choices, I love horm's against IG, but a 1000 point game tends to be very restricting on your options.Originally Posted by PoptartsNinjaI like only giving enhanced senses and extended carapace to the HS fex's, as they tend to be fairly tough even without all the upgrades. I'd drop the Exoskeleton, Regen, and Reinforced Chitin.Originally Posted by PoptartsNinjaNot sure about these guys with the rest of the army... see below.Originally Posted by PoptartsNinjaGood shooty unit with some extra syanpse support.Originally Posted by PoptartsNinja
Your army looks like it's tooled to decimate the IG with all the devourer shots, gaunts, and having no EC on your stealers (saves against lasguns but not bolters). The only thing that sticks out are the two thropes. You might want them for synapse coverage of your gaunts, but another warrior squad might work better.
Also consider a lictor if you drop the extra biomorphs from the fex and tyrant. They can help against those extremely painful hidden basilisks with the indirect fire upgrade.
The orks can be better suited to killing the daemonhunters, anyway, with all the choppa's reducing the termi saves to 4+. Oh, and make sure he gets a basilisk with indirect fire if he can :p
Last edited by moob; October 30th, 2005 at 00:59.