Hive Fleet Beelzebub 1500 - Warhammer 40K Fantasy
 

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  1. #1
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    Hive Fleet Beelzebub 1500

    Our store plays semi-competitively with esteemed fluff veterans laying a sharp tonguelashing down on players/armies that are too min-maxed. For example for Nids, everything is pretty much okay except Godzilla at 1500 pts. The logic is that the average player walking in won't be ready for the list and the fact that Godzilla is perfect at that level being able to get all TMC's and bare troops while other armies struggle to fit in counters. Godzilla at 1850 or 2000 is deemed fine, pretty fair I feel.

    Here's Hive Fleet Beelzebub, a balanced, non-godzilla, slightly stealer-based list:

    Hive Tyrant - Wings, Toxin Sacs, Toxic Miasma, Flesh Hooks, and 2 Scything Talons

    Broodlord - Extended Carapace, Toxin Sacs, and Flesh Hooks
    5 Genestealer retinue - Extended Carapace

    6 Genestealers - Extended Carapace

    6 Genestealers - Extended Carapace

    6 Genestealers - Extended Carapace

    16 Hormgaunts

    12 Spinegaunts

    12 Spinegaunts

    3 Warriors - Winged, Rending and Scything Talons, and Adrenal Gland Initiative

    1 Zoanthrope - Warp Blast and Synapse

    Carnifex - Enhanced Senses, Venom Cannon, Barbed Strangler, and Reinforced Chitin

    Carnifex - Enhanced Senses, Venom Cannon, Barbed Strangler, and Reinforced Chitin

    Total: 1500 pts

    Lots of chaos, necron, and marines players as in any environment. Most missions played at beta and gamma ensure that my broodlord infiltrates. Broodlord gets extended carapace because his retinue will go down pretty easily and he will be on his own frequently. His attacks are guaranteed to bypass armor which is mathmatically better than equivalent genestealers with average number of rending attacks. Granted, rending has better potential to do more since you could roll all sixes. I'd rather have guaranteed power attacks since I have lots of stealers in my list elsewhere and a toughness 5 3+ save guy running around.

    Flying tyrant has pretty basic setup. Don't feel warpfield is worth the points at this level. Decided on toxic miasma to help out in case of characters and is a good defensive upgrade. Implant attack is appealing but you also need to have adrenal gland initiative to make it worth it.

    Horms travel with the flyrant and act as a retinue and a powerfist damage soaker. Spinegaunts are meatshield close combat filler against dreads, monsterous characters, and squads. I don't really like warriors in this edition, but they aren't bad. They provide synapse while not requiring synapse like raveners. Also, they act as a redundancy and provide fast synapse allowing redeployment. The flyrant, broodlord, and flying warriors provide me with 3 fast and forward synapse points allowing gaunts to tie up enemies across a wide front.

    Zoanthrope acts as a backup synapse that will catchup with the faster moving units and keep carnis from Inst. Behavior. Carnis are my main anti-tank/stunning unit. Their first priority is skimmers since normal tanks can be killed much easier in CC. Gave both my carnis an extra wound because I want them lasting as long as possible to stun vehicles until I can get close. Escalation is not really a problem at all for my army. Carnis have the range and come in at the same time as vehicles. Flyrant and horms have the speed to come in as a reserve force. Having 3 synapse creatures on the board and long/range fast TMC's help mitigate escalation immensely.

    Opinions and comments would be greatly appreciated.


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  3. #2
    Senior Member bebe's Avatar
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    My biggest problem with your list is the lack of TL Devourers - these are your best weapons against skimmers, excellent at reducing squad sizes and easily fitted in via dakkafex in the elite squad, on warriors or on the Tyrant. I would increase the stealer squads to eight and use two in order to fit some in. I would also be tempted to take two zoans and one heavy fex as your list as you say is not a Zilla list.

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