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i know that this list only has three points of synaps control but many of the creatures have either a 10 leadership. so... on with the list.
~tyrant w/ tl devourer, venom cannon, enhanced scences, extended carapace.
~ broodlord with extended carapace and fleshhooks, 5 stealer retinue with the same.
~ 4 warriors, all with ext. carapace, enhanced scences, and talons. 3 with spitters, one with venom cannon.
~two units of 8 hormagaunts, with +1 ws, and fleshhooks.
~ 20 termagaunts without endless numbers.
~ 3 ravener with talons. all in seperate squads of one.
~ sniperfex with venom cannon, +1 wnd, barbed strangler and enhanced scences.
heres a question, i can add either 6 stealers with +1 sv, and 10 more termagaunts ori can add
one sniperfex with the same as the first, and an extra +1 T.
i like the thought of another fex, but i also think 6 more stealers running around with the 10 extra termagaunts is not a bad idea either. what do you all think. i have some other models but i like this list.
my plan is to rush up the middle with the termagaunts and the tyrant and warriors. fex lurks in the back shooting any heavy support or threatening troop squads. the lord is infiltrated to make trouble for enemy by just lurking as a threat in or behind cover. hormagaunts and ravener rush the sides of the board and hopefully make it to the enemy roughly unharmed. suggestions. thanks.
just used this against crons. i only lost 120 pts of the army before a third turn victory. we played seek and destroy. i won first turn and destroyed his monolith with my first salvo from the carnifex. second turn my hormagaunts charged and the melee began, i wipped out a unit of destroyers that i was lucky enough to charge with some hormies, but my foe really lost the game by teleporting his lord and half of his army into the heart of the remains of his monlith, which killed them. this left his army with 12 remaining crons and only 4 casualties away from phase out. in the ensueing third turn of melee he was wiped out. not bad but reallly lucky. so i guess this army works ok. thanks for the comments.
Here are the changes I suggest:
1) Get rid of Without Number from your gaunts, that will give you more numbers to get the job done right away rather than ending the game with a bunch of dudes in the back not doing anything.
2) Generally it's better to give hormies +I instead of +WS. 4 WS is usually enough, it's more important to hit first.
3) Give the raveners RC instead of the second set of ST. With 4 attacks already, it's better to have rending than a fifth.