PoptartsNinja said:
Icky, icky Rending Claws... beyond that, a good winged Tyrant. I've never found Implant Attack useful for hive tyrants, however, but since I assume you're planning to go command-unit hunting, it may still be a good investment. Go for dual scything-talons, though... rending just isn't helpful for a Monstrous Creature.
Rending is really helpfull for MC's actually, especially against tough characters no matter what the toughness or weapon skill if I roll a 6 I wound automatically ignore armour saves and if the model fails its save it loses two wounds. I also get STR plus 3D6 practically ensures penetration against even AV14 vehicles, I think for 8 pts thats a bargian
PoptartsNinja said:
I like your Brood Lord. Acid Maw is wasted if you don't get the charge, but if you do he's an instant-death machine against T3 enemies (yay!). Flesh Hooks are awesome for a brood lord and his retinue. A very good command unit.
I like the flesh hooks cos I can get behind impassable terrain and count it as difficult terain so I can practically guarantee reaching CC but benefit from the cover. The Broodlord is more for intimidation than anything else and the fact he is a synapse creature helps when he gets close to the Hormies.
PoptartsNinja said:
I love Lictors. 'Nuff said. Your mileage may vary, but they are awesome for rending tanks from behind if they deploy right.
I have fought 5 games with the Lictors (1st 2 proxied) and they have performed well, The threat of them appearing really helps to keep the opponent guessing.
PoptartsNinja said:
Good "counts as" number, thanks to symbiote rippers (especially if both squads wind up assaulting the same enemy squad). Do they have both Adrenal Glands, or just one of the two? (If so, which one?) I'm not fond of dual Scything-Talon warriors, but against troops the extra attacks will be helpful.
The Warriors have +1 Str as its more usefull than +1 WS, they are used more as armour hunters and infantry squad hunters so the WS is not so important, the dual Scything talon Warrior in each team is there to up the number of attacks against infantry.
PoptartsNinja said:
I'd consider dropping some of your Hormagaunt upgrades, and taking more of them instead. They'll be more useful to you as meat-shields for your Genestealer squads, and to help with outnumbering.
The Hormies are used solely as a quick screen they are meant to get in CC and stay there and are not meant to beat units quickly, the longer they stay in CC the better as it means they block line of sight etc, I usually keep a warrior squad or the tyrant within 12" so they are fearless and wont run, the +1 Str and +1 WS means they perform well but the lack of numbers in the team means they wont overwhelm a unit, 10 is the perfect balance for the role they fil.
PoptartsNinja said:
The genestealers are fine for a 2,000 point list (normally I advise stripping Genestealer troops of upgrades to maximize numbers, but you've got plenty of points and enough Genestealers to be a real headache).
I would not even contemplate taking the Stealers without the ext car and scuttle, a 4+ save is invaluable and allied with the scuttle and fleet rule means I can practically guarantee the majority of them will reach the enemy, the fact the Stealers get a free move even after infiltrators means I dictate how the game goes 1st turn the majority of the time by either putting pressure on or by moving my stealers out of LOS etc. believe me they are a real headache to the opponent, he thinks he has positioned his forces just as he wants and then I suddenly have 3 units repositioned, it really throws spanners in the works..
PoptartsNinja said:
Not having a Carnifex won't be a huge handicap to you. You've got fast warriors and Lictors for vehicle hunting.
You
will have problems with Skimmers. Expect the Eldar, Dark Eldar, Tau, and Necrons to have an advantage (and then work to counter that advantage tactically). Pray for immobilizations, if you do get into CC range of enemy Skimmers.
That said... I really like this list. If I hadn't just finished my Bombardmentfex, it would be really tempting to start a list like this myself.
I have played Tau and Eldar with the list when I had the carnie and to be honest I had very little problem against them, the simple fact is Skimmers dont make up a large part of the opponents army so I just go for the parts that aren't skimming, when I get in CC the skimmers cant do damage because they cant shoot into CC, as for Mech Tau yeah the Devilfish are a nuisance but to do my list damage they have to drop FW and then they are vulnerable (the FW not the DF) and the rest of the list are not in Devilfish and I have the speed to chase down XV8's and stealths etc, and I have two lictors now which means the Hammerheads and Broadsides that hang around cover near the back of the field are vulnerable.
When I do catch skimmers it is harder to damage them but not impossible especially with Stealers (the sheer number of attacks) but warriors and the Tyrants do struggle because of the lack of attacks.
As for necrons this list creams them I simply hit the HQ and Warriors with the stealers, the Warriors dont get be back rolls against rending so phase out tends to be quick and if i take the HQ down the resi orb is gone as well which makes it even quicker. Rending is the Necrons worst enemy especially in the numbers included in this list.
This list is fast enought o worry any army and hard enough to kill anything it catches.
Thanks for the comments dude.nice to have some positve feedback
By the way Poptarts Ninja versus Monkey Ninja who would be the victor, this question needs nay demands an answer