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1-Hive Tyrant: +1BS, Toxic Miasma, +1S, Scything Talons, Venom Cannon=151pts
5-Warriors: +1BS, +1SV, +1S, Scything Talons, Fleshborer=160pts
16-Gaunts: Scuttlers, Fleshborer=128pts
12-Genestealers: +1SV, +1S, Scuttlers=312
2-Carnifex: +1WS, +1BS, +1W, Toxic Miasma, Barbed Strangler, Venom Cannon(both Carnis are the same)
A few things about this list that you need to know. My main enemy is the Tau, played by someone with alot more experience than I. The second thing is, with the exception of 2 Biovores and a few Ripper swarms, this is all I own. Maybe Later I might invest more, but for now this is what I have to work with. I like keeping it at 1500(or in this case 1501) because it doesnt force me to spend uber points on HT and Carni just to meet the points bracket.
Let me know your opinions, especially when it comes to fighting Tau. I have used another adaptation of this list against them and with the exception of the gunless Carni's doing nothing all game and the Genestealers soaking up huge amounts of gunfire, it went really well. This time I am going more guns and less CC just due to the fact that I would like to do something on turn one against the Tau other than soak damage.
Against Tau, I'd bring more bugs.. but seeing as how thats not an option, I'd get the most of the bugs I do bring.
The biovores you mentioned would be great, toxin mines will deny firewarriors their saves and bio acid mines could waste suits too, and if the Tau wants to kill your biovores, he has to get past your swarm first...
I cant see the point of the fleshborers on the warriors, sure you get S6 guns, but the AP is wasted against Tau and their range is way too short.
I think the warriors would do better with wings or leaping and scything talons, rending claws and extended carapace.
Another option is to give the warriors deathspitters, better range and the small blast template means that they're a bigger threat to the Tau, ohh yeah, a venom cannon as well.
The Biovores might be an idea. The only thing I would have to worry about is the Smart Missiles that ignore everything and just hit the target. That could get annoying and avoid the "I have to get past the swarm" idea.
As far as the warriors leaping, it doesnt give them fleet of claw, it only gives them a 12" charge. While being good, Im not sure if the points really make up for it. If it gave them fleet as well I would get it in a heart beat. The deathspitter is a good idea. I was debating the options for awhile and I will definitly try them out to see which works best. Maybe I could take out the Lictor as it really is only a one shot dude anyway and use those points towards the warriors as they will most likely see more action. Thanks for the reply
I think twice before letting the Lictor got, against Tau its just too good, even if it doest make it to CC it will probably make the Tau player panic when it pops up very close to his lines.
True about leaping, but for CC warriors it might be worth it, or at least draw a lot of fire away from the other assault units. The scare factor of leaping is not to be underestimated.
pretty solid list overall against tau. One thing, I would drop one of the fexes to get devourers on the raveners, for some reason I like 6 S4 24" attacks rerolling failed to wound rolls per model. I mean the fexes aren't great against tau, any thing wipe them in combat and raveners usually get shot up before they reach combat. Why not bring some fire warriors down with you. And if you get to charge into combat, you still get your 5 S5 rending attacks.
i would drop the scuttlers and toxin sacs from the 'stealers and also drop the scuttlers from the gaunts. drop the fleshborers on the warriors and replace them with some devourers and a barbed strangler, that way you get a ordanance blast at S3 ap5 which will just annihalate kroot and do pretty good damage against the firewarriors. I would also cut the genestealers in half making two 6 unit broods. also put in the biovores with toxin mines for more fire support. maybe drop the lictor.
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