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hello peps! I'm going to participate in a tournament, and I don't like to lose miserably, since it is the Swedish championship.
so I've been thinking on a tactic that seem to work, in theory of course.
if it's necessary I can inform that I run a mixed army, of some fexes, a couple of warriors, a tyrant, stealers and gaunts.
so I got a rough sketch of my tactic on an open battlefield.
so you think this could work? I'll add some arrows representing the units movement across the field, if you would get the tactic better.
(the fex at the bottom, red dot, is my sniper fex, the others are close assualt fexes.)
I think get this tactic, is the idea to arrive at your opponents gunline with a lot of punch, whilst using spineguants as cover, meaning a lot of speed and casualtys?
well on that assumption id swap the outflanking termies for the non flanking stealers, as the termies can do more running and the stealers do better when appearing on the flank. If you did that the lictor could ensure they all turned up on time and youve got plenty of synapse coverage on the board. Hormaguants could do a very nice job of flank harrasment but i find they are much better used as suicidal tank stunners, dont know a bout all you others but i like to use 20 to stun a tank, such as a leman russ or vindicator for a turn until a fex can run up and destroy them for good.
apart from that i use much them same tactic except on a smaller scale and i only lost once in about 10 games in 5th editon and even then it was close. the only problem with this list is mechanized lists as they have the firepower to destroy your troops so you dont create enough of an impact. Other than that best of luck in your tournament.
I'm pretty sure the Broodlord can't outflank or deepstrike. Might want to check that.
thank you, yes, the idea of having my other stealers flank sounds very tempting indeed.
it's about the same cost too! and it just can't go wrong, since the termaguants could simply lack synapse and have to lurk, and then i might just smash my dakka warriors together instead of making one unit have wings. intresting.
come to think of it now, why not have my warriors keep the wings and have some speed synapse control, if i think of having WoN on some gaunts to hold objectives?
But about your suicide tactic, if i remind correctly the tank can still shoot even if in combat.
the broodlord cant deepstrike, but because he can infiltrate he can outflank. I cant offer any advice about merging warriors as i play the with extended carapace and spinefists as cheap synapse.
Because it is impossible to pin a tank in combat, i was refering to getting a glancing result on the tank, thereby stopping its shooting at least. Occasionally this can work better than expected, once i blew off a demolisher cannon on a vindicator but you are almost certain to at least stop shooting for a turn. Just to crunch some numbers...
60 attacks hitting on a 4 means 30 hits, glancing on a 6 means 5 glances, meaning at least 1 stunned result, and quite likely a better one too. However as you are bound to suufer casualitys you might not get 60 attacks. Even so if you need that basalisk to stop firing so your fex can get to grips with it, theres nothing better when your in a pinch
that is if i wan't to spend some points on toxin sacs, and 12pt the model? for a T3 guy with 6+sv? that's fast as hell? that's an idea. but I'll go for the flanking charge since i got stuff that shoots down tanks. a sniperfex=dead basilisk.
but i would like some ideas regarding how this tactic would fare agianst the common stuff as SM and orks, on the ork part im worried, since i've never meet them before with my 'nids. but going for a dakka, wait charge slash thing looks great in my mind, having my gaunts in fron just waiting for the orks, then having my warriors, HT and fexes shoot. regarding the broodlord, he'll go for stuff like killakans and such, accompanied by he's stealer friends.
however, this seems a bit risk by me. any other ideas?
right i made a list, and some text concerning how the units are to react on the table, not how and when they get killed, just the plan to get to the Gunline.
The point for the tournie is 1750pt
well, 'ere we go.
Hive tyrant: Toxin sacs, Barbed strangler, scything talons, The shadow in the warp
Broodlord, toxin sacs, extended carapace, feeder tendrils, Retinue(10 )
Retinue: scything talons
Warriors(3) Bio-plasma, adrenal glands(WS), Extended carapace, leaping, toxin sacs, rending claws, scything talons
Warriors(3) enhanced senses, extended carapace, toxin sacs, barbed strangler, 2x deathspitter, scything talons
Carnifex Screamer-killer (no glands) toxin sacs
Warriors(3) Wings, enhanced senses, Barbed strangler, 2xTwin-devourer, scything talons
Zoanthrope, Synapse creature, Warp blast
Carnifex, enhanced senses, barbed strangler, venom cannon
Carnifex, Bonded exoskeleton, Extended carapace, Spine banks, Mace tail, Toxin sacs, Tusked, Scything talons, Twin-devourers
Thing is, that i had to drop my ALOT of things, from my regular 1500pt list, which includes all these units except one warrior squad.
that's weird you might think, well i too think it's weird. but the calculator is my lord and master. *obeys*
so, you might have guessed from my sketch what some units were for, hormies flanking etc.
so we begin with what you might not have thought of, simply put EVERYTHING is going to charge towards the enemy, regardless of army, since well, 'nids fare just great in CC. at least they always do when i play whit them, except the shooty Dakka things which i obviously keep out of combat.
so the warriors are ofc keeping synapse, and the zoanthrope/HT/BL too. the two close range(especially screamer) fexes charge whit the flanking hormas while the sniper shoot down tanks, The broodlord then charges from some corner, mess up that side, and the other genestealers mess up either the same flank or the other.
my guants are a meatshield for every thing, spines in the middle covering the falnks too, and termas right in the middle.
Last edited by Hellbreaker; February 3rd, 2009 at 20:17.
Ok just a fex minor points. First im going to ruin your day by saying that the ruling is that carnifexes of bellow 115 points can be taken as elites. Therefore because of a bad wording (i feel) you can only have 114 points of fex. second your tyrant is a bit nix n match. Some plaer prefer that but i would swap the sythe tallons for a deathspitter or devourer. These will turn your tyrant into a shooty one but realy that ones up to you. Basicaly its 1 attack or an extra shot. Your choice depending on your strategy. Id also combine the hormaguants into 1 unit of 16, they are very fragile otherwise. I use them in squads of 20. Lastly the choice of TL devourers on your warriors isnt actually an option. You can only do that with 2 choices. Id swap them with a deathspitte as its far more reliable and can be S6 which is very nice. lastly im not sure about your cc warriors. for 130 points 4 models is very expensive, even with imunity to death and 2 wounds. Id swap them for a similar set of walk warriors, as below. Lone thropes are a bit dodgey, take another if you can. Other than that looks pretty solid.
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Oh and regarding how the list will perform
This is IMHO btw
Sm's This should do very nicly, plenty of stuuf to swarm them, and loads of big stuuf to ignore their saves. (broodlord and fex spring to mind) watch out for tri vindicator or tri whirlwind, or some combination of the two
CSM's this could cause you some problems as they are assault pros, whith a basic marine able to get 4 attacks on the charge. Take out their big hitters, beware the lash of submision ruining your plans, and try to keep your fex away from khorne bezerkers.
Tau, should have little problems, just hit them hard and fast.If theres an etherial kill him. This can turn the match around for you. I had about 500 points left, opponent had 1250, i killed the eterial and the whole army fled off the board.
Eldar, if you can shut down the farseer/avatar/pheonix lord your ok.
Orks. Major problems. youll struggle to outnumber them and they willl beat you in assault. Best thing i can surgest is to hammer them with the stealers and the broodlords stealers on the same unit, kill them all and reapeat. That or dakka them to death
Nids. could be anything from an anhialtionn to a masacre for either side, too unpredicatble.
hope that helped.
Last edited by Heirodule; February 4th, 2009 at 17:31.
so, i did another sketch based on my first, now updated whit arrows and i erased some units.
it's not the exact movement, but it would be too many transparent arrows.
The warriors are actually going to follow on the left side of the fexes, giving synapse to the gaunts, and the Zoanthrope is going to move forward.
against orks, i would try to do something like pulling my fexes and my flying dakka warriors behind the orks, exposing some rear armor of killa kans and such.
just a quick point, if you move the fexs through the spinegaunts rather than round, not only can you recive a cover save but you cant be assaulted by units that would hold you up either. for example VS tau if you ran round the side, a unit of kroot could charge you and with their numbers, hold you up for 1 maybe 2 or 3 turns. Thus imobilizing your fex, preventing it from getting to the lovely broadsides until it was too late and theyd moved. If youd been runnin in a unit of spinegaunts, not only would the broadsides have a lesser effect because of your cover saves, but the kroot would be unable to get into combat, meaning you can hit your target. Another variant on this is with orks. Whilst a standard ork cannot hurt certiain builds of fex if not on the charge, most units have a nob with powerclaw. Scince said nob is not an idependant character you cant target it, meanig you have to kill 20-30 orks or youll be killed. Or if there is no powerclaw, you have to kill a lot of orks before you can get free. The same thing aplise to the wariors, not only can they still shoot but they get a cover save.