Hive fleet Surtur. 2,500pts - Warhammer 40K Fantasy
 

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  1. #1
    Tactical Avante-Gard <E!_Mance>'s Avatar
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    Hive fleet Surtur. 2,500pts

    Still experimental. The only things used for certain are the Hormagaunts & Ravenors (as well as the synapse, but you all know that).

    HQ
    Khereeghen
    Broodlord with Feeder Tendrils, Flesh hooks, Toxin Sacs, Adrenal Glands, & Extended Carapace.
    The infested ones
    6 Genestealers with Flesh hooks, Extended Carapace, & scything talons
    250pts

    Elites
    The Lurkers
    4 Warriors with Adrenal Glands (both), Rending Claws, Scything Talons, Flesh hooks.
    124pts

    4 Warriors with Adrenal Glands (both), Rending Claws, Scything Talons, Flesh hooks.
    124pts

    Lurker Prime Genus
    3 Lictors
    240pts

    Troops
    The swarming masses
    20 Hormagaunts
    200pts

    20 Hormagaunts
    200pts

    20 Spinegaunts
    100pts

    20 Spinegaunts
    100pts

    8 Ripper swarms with Flesh hooks & Adrenal Glands (Initiative).
    88pts

    Fast attack
    Hydralisks
    4 Raveners with Scything Talons, Rending Claws, & Deathspitters.
    184pts

    4 Raveners with Scything Talons, Rending Claws, & Deathspitters.
    184pts

    Mutilisks
    20 Gargoyles
    240pts

    Heavy Support
    Overlord nodes
    2 Zoanthropes with Synapse creature & Catalyst.
    100pts

    Ultralisks
    Carnifex
    Tusked, Both adrenal glands, Reinforced Chitin, Thornback, Crushing claws, Scything talons, Flesh hooks, & Toxin sacs.
    175pts

    Carnifex
    Tusked, Both adrenal glands, Reinforced Chitin, Thornback, Crushing claws, Scything talons, Flesh hooks, & Toxin sacs.
    175pts

    total = 2,500pts

    11 Synapse creatures
    2 Monsterous
    138 models.

    The main idea is just so swarm and overrrun the enemy. A solid base of Synapse creatures and deepstrikers with massed bodies to make a hard-to-kill swarm... hopefully.

    Any advice?

    Post your army lists in the ARMY LIST section! Not that hard!
    48W/7D/11L

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  3. #2
    Ghost of LO ForgedInTheFurnaceOfWar's Avatar
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    185 (x8)

    ..nids should play shooty.

    Start over.

  4. #3
    Senior Member
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    Quote Originally Posted by <E!_Mance> View Post
    Still experimental. The only things used for certain are the Hormagaunts & Ravenors (as well as the synapse, but you all know that).
    We'll keep that in mind when you hear the giggling masses

    Quote Originally Posted by <E!_Mance> View Post
    HQ
    Khereeghen
    Broodlord with Feeder Tendrils, Flesh hooks, Toxin Sacs, Adrenal Glands, & Extended Carapace.
    The infested ones
    6 Genestealers with Flesh hooks, Extended Carapace, & scything talons
    250pts
    Broodlords are bad, bad, bad, I think. They rely on infiltrate, pull back genestealers, cannot capture objectives and stuff. Anyway, if you really want to keep him...anyway, the squad is WAY too expensive. Take off feeder tendrils, adrenal flands for sure. Toxin sacs maybe.

    Drop genestealer retinue down to five for easier infiltration. Also, take off scything talons. They will get shot up anyway.


    Quote Originally Posted by <E!_Mance> View Post
    Elites
    The Lurkers
    4 Warriors with Adrenal Glands (both), Rending Claws, Scything Talons, Flesh hooks.
    124pts

    4 Warriors with Adrenal Glands (both), Rending Claws, Scything Talons, Flesh hooks.
    124pts
    Take off flesh hooks. By the time they actually get to combat, your hormies should be there and flesh hooks won't be necessary. I'd say two are unnecessary. Take one squad out, give the other leaping, and get an elite carnifex (or two).

    Quote Originally Posted by <E!_Mance> View Post
    Lurker Prime Genus
    3 Lictors
    240pts
    Three are a bit overkill, though it is 2500 points...

    Quote Originally Posted by <E!_Mance> View Post
    Troops
    The swarming masses
    20 Hormagaunts
    200pts

    20 Hormagaunts
    200pts

    20 Spinegaunts
    100pts

    20 Spinegaunts
    100pts

    8 Ripper swarms with Flesh hooks & Adrenal Glands (Initiative).
    88pts
    Always always always fill up all your troop slots if you are able to (all six of them). Target saturation is a great thing. Also, with all your other fast units, your rippers will be left in the dust. Consider replacing some spinies with termies for some anti-skimmer/light armor.


    Quote Originally Posted by <E!_Mance> View Post
    Fast attack
    Hydralisks
    4 Raveners with Scything Talons, Rending Claws, & Deathspitters.
    184pts

    4 Raveners with Scything Talons, Rending Claws, & Deathspitters.
    184pts
    These are too much of a threat. Scale each back to two groups of two. Also, get rid of deathspitters. Fleeting is more useful. Also, for the love of god, do not deep strike them.

    Quote Originally Posted by <E!_Mance> View Post
    Mutilisks
    20 Gargoyles
    240pts
    Gargoyles are good. Light armor is your first target--they have S4 attacks in shooting and CC that always hit half the time.

    Quote Originally Posted by <E!_Mance> View Post
    Heavy Support
    Overlord nodes
    2 Zoanthropes with Synapse creature & Catalyst.
    100pts
    Catalyst bad, warp blast good. Seriously.


    Quote Originally Posted by <E!_Mance> View Post
    Ultralisks
    Carnifex
    Tusked, Both adrenal glands, Reinforced Chitin, Thornback, Crushing claws, Scything talons, Flesh hooks, & Toxin sacs.
    175pts

    Carnifex
    Tusked, Both adrenal glands, Reinforced Chitin, Thornback, Crushing claws, Scything talons, Flesh hooks, & Toxin sacs.
    175pts
    Eh, these are alright. Nothing really to write home about. Miasma would be a good bonus (hitting marines on 3s).

    Quote Originally Posted by <E!_Mance> View Post

    11 Synapse creatures
    2 Monsterous
    138 models.

    The main idea is just so swarm and overrrun the enemy. A solid base of Synapse creatures and deepstrikers with massed bodies to make a hard-to-kill swarm... hopefully.

    Any advice?
    Swarming and overrunning is a good strategy...at around 1000-1500. However, this is a 2500 list. You will have your butt handed to you. Your two prize MCs will die by turn 2/3 before ever being any use. Your broodlord will probably die in turn one without doing a single thing other than drawing about 30% of your enemy's firepower for a turn.

    Hormagaunts are really too expensive. You should bite the bullet and replace them with spinegaunts. Twenty hormagaunts versus fourty spinegaunts...(well, 32).

    Get Monstrous creatures. Five should be around enough--two heavies, two HQs, and an elite or two.

    Consider replacing your CC warriors with elite ninjafexes. They're around the same usefulness for about 70% of the points cost.

    Your list suffers--severely--from anti-armor.

    Apart from the ravener's deathspitters and the gargoyles, you are f***ed against any skimmer. ANY skimmer. Some Tau 1000 point armies could point and laugh at yours. I shudder to think what three monolith necron armies could do to you.

    Still, if it's really what you want to do... When you play the list the first time, you will see the glaring weakness.
    "Tell me what you cherish most. Give me the pleasure of taking it away." Sephiroth, Final Fantasy VII: Advent Children

  5. #4
    Senior Member
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    Adrenal glands on your Broodlord is a waste unless you are fighting dark eldar.

    The 'stealers are just extra wounds for your BL, drop the ST.

    Warriors aren't good enough to justify buying 8, particularly as they don't have EC

    Guants are good, but I would strongly recomend getting 2 broods of 'stealers & dropping the rippers.

    Two units of 4 Raveners are going to be too easy to loose.

    You are a bit short of long range firepower. Can I suggest a Carnifex or Tyrant with a VC or Devourer.

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