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Wings Adrenal Glands I+WS Enhanced Senses Toxic Miasma Twin deathspitter Scything Talons Warp Field 208
Broodlord + 11 retinue
EC for all 300
Gaunt, 12 Fleshborer 72
Gaunt, 12 Fleshborer 72
Hormagaunt, 12 120
Hormagaunt, 12 120
Extended Carapace Scything Talons 192
Extended Carapace 160
Enhanced Senses Extended Carapace Toxin Sacs Scything Talons Venom Cannon Deathspitter 118
Lictor, 1 80
Warp Blast Synapse 130
Bonded Exoskeleton Extended Carapace Reinforced Chitin Enhanced Senses Spinebanks Barbed Strangler Venom Cannon 213
Bonded Exoskeleton Extended Carapace Reinforced Chitin Spinebanks Tail Mace Tusked Crushing Claws Scything Talons 198
Heavy Support: 541
Read the infiltrate rules. It is very hard to infiltrate 12 models. Drop the Broodlord retinue to 5 or 6. Give the BL tox.
Drop the ST on the stealers. Read my tactica if you want the reasons.
A Dakka fex is way superior to a shooty warrior brood. You would be better off with a CC brood with leaping to help your guants with synapse.
Use the standard Gunfex: VC, BC, RC & EC. Just park him in terrain & shoot
Your CC 'fex is way too expensive. Make his as cheap as possible or make him another gunfex.
ok, theres a few things on the fex's im willing to shift about but taking a dakka fex instead of the warriors... im not sure. Warriors add synapse, and ive already got a load of cc troops they can hide behind so cant be picked off. Plus a fex is just gonna draw bullets.
Another thing, would people take TL DEV's or somthing different with the flyrant?
Your flying tyrant is a bit confused. I suggest you give him two sets of scything talons, take off enhanced senses, give him toxin sacs and implant attack and watch him hunt down SM characters (though by careful with librarians). Also, this'll nullify apothecaries, somewhat.
I'm not a big fan of a broodlord, especially a squad that large. For less than 300 points, you could have a shooty tyranid with two guard which is more survivable and more useful than a 300 point squad that'll buy you one turn of dimished firepower on your forces.
I'd remove the scything talons from the genestealers. Also, I'd replace, entirely, your hormagaunts with spinegaunts. Most five-man squads have trouble with 12 spinegaunts. They get utterly rolled over from 24 (or get tied up the whole game). Still, be careful, SMs get a notorious amount of attacks (like terminators).
You don't have to get rid of the warriors. You still have a free elite slot.
I'd remove the bonded exoskeletons from the carnifexes, the spinebanks, the tail mace, and extended carapace from your sniper fex (anything shooting at it will ignore its 2+ save[lascannons] so most of your saves will be coming from cover). That, with the freed up points from the genestealer scytals should net you enough for a devilfex.
Also, put flesh hooks on your CC carnifex (or spinebanks, if you really want). If you need the points, replace the crushing claws with scything talons. Also, give it the WS and the miasma upgrades so it'll hit marines on 3s. If you know for a fact your opponent isn't taking drop pods or deep striking his terminators, I'd replace the CC carni with a cheap (165) sniperfex so you'll have, roughly, three or so anti-tank weapons.
Also, if you can, squeeze in another lictor. Space Marines hate when their precious whirlwinds are smacked down or their expensive vindicators and predators have their back armors assaulted and turned to pudding. However, don't be afraid to drop the lictor for another devilfex (they're way over pointed by 20-35 points).
"Tell me what you cherish most. Give me the pleasure of taking it away." Sephiroth, Final Fantasy VII: Advent Children
I prefer the Devil Tyrant myself, he's more than capable of decimating GEQs, and MEQs have a lot of problems with so many hits and wounds.
Similar theme from the advice im getting here, same with the marines players.
ok, ill start with the tyrant. He has TL devourers, not deathspitters, dunno where my head was with that! I couldnt decide wether to give him 4 devs or 4 ST so i took 2 of each instead!
The broodlord is indeed going to be infiltrating, and i see your points on the number of stealers is going to be a problem, so ill take 5 from him and stick them into one of the GS units.
The ST on the stealers was a tough choice, and one i think ill change my mind on. The theory behind it was the a standard stealer gets 2 attacks for his points. Now rather than spend the points on a second stealer, id just spend 25% of the points on talons and gain 50% of the attacks!
My lictor is definatly for psychology only. Until i get a second one, then they will become tank busters!
The spine banks, no one likes them! Why? I thought theyd be great. They give my assault fex a ranged attack before he assaults, then acts as frag grenades meaning the fex always strikes first in CC, a must considering his low I. Sure flesh hooks give you the same bonus but id class passing vertical objects as a poor substitution to a ranged attack.
Please please please keep the advice coming, and comment on what ive said. I need all the help i can get!
Spinefists are, however, a very weak ranged attack. They're also probably not going to hurt MEQs, even at max strength.
With Flesh Hooks, however, you can typically charge your Carnifex straight across the board, ignoring walls, buildings, and other terrain pieces that make excelent 'barriers' for shooty armies to hide behind. I find they make a difference between: "Well, he can't assault this turn, so we've got time to board our transport and drive away." and: "It's coming over the wall!" (usually followed by some sickening, splorchy sound-effects).