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Hive Fleet Behemoth 1000 pts

749 Views 10 Replies 5 Participants Last post by  Mordinkain
Here's the first draft of my list. Please give suggestions as you see fit.

HQ- 184

Hive Tyrant- 184
ST x2, Wings, Warp Field, Toxic Miasma, Toxin Sacs

Elites- 96

Warriors- 96
3 Warriors, RC, ST, Leaping

Troops- 368

Hormagaunts- 80
8 Gaunts, ST

Hormagaunts- 80
8 Gaunts, ST

Spinegaunts- 40
8 Gaunts, Spinefists

Spinegaunts- 40
8 Gaunts, Spinefists

Genestealers- 128
8 Genestealers, RC

Fast Attack- 120

Ravener- 40
1 Ravener, ST, RC

Ravener- 40
1 Ravener, ST, RC

Ravener- 40
1 Ravener, ST, RC

Heavy Support- 165

Carnifex- 165
VC, BS, Extended Carapace

Total- 933

At this point, I have 67 points left to spend. Please post suggestions on how to spend these extra points. Thanks for reading the list.
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how about giving your fex enhanced senses and give your warriors and stealers extended carpace.
New Version

Thanks for the input! Here's the revised version of the list:

HQ- 184

Hive Tyrant- 184
ST x2, Winged, Warp Field, Toxic Miasma, Toxin Sacs

Elites- 123

Warriors- 123
3 Warriors, RC, ST, Leaping, Extended Carapace, Adrenal Glands (I), Toxin Sacs

Troops- 400

Hormagaunts- 80
8 Gaunts, ST

Hormagaunts- 80
8 Gaunts, ST

Spinegaunts- 40
8 Gaunts, Spinefists

Spinegaunts- 40
8 Gaunts, Spinefists

Genestealers- 160
8 Genestealers, RC, Extended Carapace

Fast Attack- 120

Ravener- 40
1 Ravener, ST, RC

Ravener- 40
1 Ravener, ST, RC

Ravener- 40
1 Ravener, ST, RC

Heavy Support- 173

Carnifex- 173
VC, BS, Extended Carapace, Enhanced Senses

Total- 1000

After working in zhaf's suggestions, I also added Adrenal Glands (I) and Toxin Sacs to my Warriors, bringing the entire army up to 1000 points. I can't wait to field these guys!
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I would consider toxin sacs for any left over points.

Just I find Toxin Sacs are not really worth it. Just allows you to reroll failed to hits in the first round of combat. SO for the points you pay get more gaunts.
I believe you are talking about Acid Maw. Acid Maw allows you to reroll failed wounds in the first round of combat. Toxin Sacs add a point of strength.
Mordinkain said:
Just I find Toxin Sacs are not really worth it. Just allows you to reroll failed to hits in the first round of combat. SO for the points you pay get more gaunts.
Toxin Sacs add +1 Strength.

The list looks really good. A little too cc oriented for my tatses, but it should be able to deal out a good amount of damage.
With that many different squads of gaunts I would personally suggest you add
more warrior squads for synapse.
OOps :O Sorry thats a major blunder. I was looking at my failures with Acid Maws.
Mordinkain said:
OOps :O Sorry thats a major blunder. I was looking at my failures with Acid Maws.

No biggie. With all the different types of biomorphs, I still get confused. :ninja:


But I wouldn't worry about synapse too much. All you need is a fraction of a base of one model to have the whole brood under synapse.
I've got to agree with Black Katalyst on this one. In addition to his point, what will probably end up happening is one or two gaunt broods getting shot up, reducing the need for synapse. Thanks for the input everyone. :)
No problem not that my 2cents was a blunder.
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