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Made in us
Rampaging Carnifex





Los Angeles, CA

Silly silly list, for silly reasons. Probably fail hard, but oh well, opponents face would be priceless. RIP IT TO SHREDS

HQ
Deathleaper 130

Troops
x5 genestealers, x5 adrenal glands, broodlord 140
x5 genestealers, x5 adrenal glands, broodlord 140
x5 genestealers, x5 adrenal glands, broodlord 140

Elite
x3 lictors 150
x3 lictors 150
x3 lictors 150

Formation
Lictor Forest Brood: x5 lictors 250
Lictor Forest Brood: x5 lictors 250
Lictor Forest Brood: x5 lictors 250

TOTAL: 1750

Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
Made in us
Tunneling Trygon






Probably going to fail hard. I might actually do up toxin sacs just so the Stealers can knock down even the high toughness things like Riptides and Wraithknights. Getting rid of a normal brood of Lictors just for the extra upgrades. May as well go big and see what happens. I'd be interested to see some battle reports from it.
   
Made in us
Rampaging Carnifex





Los Angeles, CA

I mean, stealers do have rending claws, so poison isnt THAT neccessary, but I will consider it. I'll see if I can get a batrep up soon

Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
Made in gb
Battleship Captain




Rending claws + poison is actually a great combination.

Against most (normal) opponent's it's a reroll to wound - which means another roll to wound - which means more 6's - whilst adrenal glands don't.

Against tough things like monstrous creatures, it's not so big a deal because most of your damage will come via the armour-ignoring 6's to wound, but it's still good for putting extra wounds on Daemons or C'tan shards.

Adrenal Glands are good for landing extra damage on vehicles, but I'd be less concerned about that - lictors give you a load of S6 rending attacks and the broodlords are S5.

I've considered a similar (ish) list myself.

Comments:

If you want to go all-out ninja, you could just take seven Lictor Forest Brood formations...
Thirty-five lictors should put the wind up most opponent, especially thanks to the Deadly Fruit rule.

Make sure there are a reasonable number of forests on the board (obviously!)

An alternative organisation, if you'll accept more stealers, is a manufactorum genestealer formation - this gives you 5 x 5 stealers which can't add extra stealers BUT can still add broodlords - and gives you hit & run into the bargain. That's 5 broodlords running wild in the enemy backfield from turn 1.

More importantly, that means you don't need a combined arms detachment for the stealers, which in turn means you can take Deathleaper out of that and put him in a Deathleaper's Assassin Brood formation where he belongs. Add in some of the lictors from the broods and youve got a flexible force of solo lictors for hunting guard heavy weapons squads, light tanks and artillery .

Plus, more importantly, you've got Deathleaper with Preferred Enemy (Characters) - great for cashing in on the Mind Eater warlord trait

Finally, Paranoia and Ill Discipline - means most of the enemy army is at -1 Leadership when you start hitting them with The Horror. Stacking that with the already noticable Ld penalty from the Horror itself, plus your ability to knock out one high Ld character with It's After Me! should mean that the pinning check will generally be on Ld 6 or less...

Suggestion as above:

Deathleaper's Assassin Brood Formation Detachment

- Deathleaper
- Lictor
- Lictor
- Lictor
- Lictor
- Lictor

Manufactorum Genestealers Formation Detachment

- 5 Genestealers
- Broodlord with Scything Talons

- 5 Genestealers
- Broodlord with Scything Talons

- 5 Genestealers
- Broodlord with Scything Talons

- 5 Genestealers
- Broodlord with Scything Talons

- 5 Genestealers


Lictor Forest Brood Formation Detachment

- 5 Lictors

Lictor Forest Brood Formation

- 5 Lictors

Lictor Forest Brood Formation

- 5 Lictors






...okay, now I want to do a 1500 point army of nothing but thirty lictors.
Ninjas Rule The Jungle.

This message was edited 1 time. Last update was at 2014/08/29 09:18:03


Termagants expended for the Hive Mind: ~2835
 
   
Made in gb
Prophetic Blood Angel Librarian




This reminds me of that awsome story in one of the earlier tyranid dexes where a 10man guard squad was hunted down by a lictor, one by one in a jungle... one of the best 'dex' pieces of fluff I've ever read.
   
Made in us
Rampaging Carnifex





Los Angeles, CA

Im trying very hard to keep from going the unbound direction, something about that idea just urks me, and the group I play with is normally "no unbound, other than special permission". Plus I like the challenge of making a combined arms list that is themed!


Automatically Appended Next Post:
Oh and I have considered the pinning broodlord list, problem is broodlords are only warp charge 1, so even with 4-5 broodlords, you usually wont be able to get more than 1-3 horrors off depending on the D6 for warp charges, which also helps them. New psychic phase makes horror spam really hard

This message was edited 1 time. Last update was at 2014/08/29 18:23:07


Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
Made in gb
Battleship Captain




 gameandwatch wrote:
Im trying very hard to keep from going the unbound direction, something about that idea just urks me, and the group I play with is normally "no unbound, other than special permission". Plus I like the challenge of making a combined arms list that is themed!


Automatically Appended Next Post:
Oh and I have considered the pinning broodlord list, problem is broodlords are only warp charge 1, so even with 4-5 broodlords, you usually wont be able to get more than 1-3 horrors off depending on the D6 for warp charges, which also helps them. New psychic phase makes horror spam really hard


The list above is created entirely using formation detachments. It is a battleforged army, not an unbound list - as would be the thirty lictors (six forest broods) - I don't use unbound lists either.

True, but you don't need too many horrors to work; unlike a pure genestealer army, a pure lictor army doesn't need the horror to avoid initiative penalties when charging into combat, just to pin people in place and suppress overwatch and/or enemy shooting. Besides which, that's a reason to take the assassin brood - if fewer psykers will successfully manifest powers, you might as well increase the odds of the horror powers you do manifest actually pinning their targets!

This message was edited 1 time. Last update was at 2014/09/01 11:36:08


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Rampaging Carnifex





Los Angeles, CA

Im confused, how is it battelforged? Unless I misread, dont you still require a compulsory HQ and 2 troops before anything else can be taken?

Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
Made in us
Rampaging Carnifex





Los Angeles, CA

New Idea based on feedback:

HQ
Deathleaper 130

Troops
x3 rippers, deep strike 45
x3 rippers, deep strike 45

Formation
Lictor Forest Brood: x5 lictors 250
Lictor Forest Brood: x5 lictors 250
Lictor Forest Brood: x5 lictors 250
Lictor Forest Brood: x5 lictors 250
Lictor Forest Brood: x5 lictors 250
Lictor Forest Brood: x5 lictors 250

TOTAL: 1720

Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
Made in gb
Longtime Dakkanaut





UK

 gameandwatch wrote:
New Idea based on feedback:

HQ
Deathleaper 130

Troops
x3 rippers, deep strike 45
x3 rippers, deep strike 45

Formation
Lictor Forest Brood: x5 lictors 250
Lictor Forest Brood: x5 lictors 250
Lictor Forest Brood: x5 lictors 250
Lictor Forest Brood: x5 lictors 250
Lictor Forest Brood: x5 lictors 250
Lictor Forest Brood: x5 lictors 250

TOTAL: 1720


Can you charge on the first turn if you went first? If so, I really want to try this list out

YMDC = nightmare 
   
Made in us
Rampaging Carnifex





Los Angeles, CA

you can charge on the first turn going first provided you did not infiltrate, if you are going second, then you can charge on the first game turn provided you dont seize.

unless I am mistaken

Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
Made in us
Painlord Titan Princeps of Slaanesh





So obj sec ony benifits the rippers?
   
Made in gb
Battleship Captain




 gameandwatch wrote:
Im confused, how is it battelforged? Unless I misread, dont you still require a compulsory HQ and 2 troops before anything else can be taken?


No. An army is battle-forged if "all models are part of a legal detachment".

Nowhere does it specify that one of those has to be a Combined Arms Detachment (1 HQ 2 Troops, etc).

Formation Detachments are perfectly legal detachments, hence an army built out of them is battle-forged, just like the other variant detachments in recent codices (Nemesis Strike Force, Ork Warband, etc).

The benefit of formations is that their command benefits (such as the Lictor Forest Brood's Deadly Fruit) tend to be very powerful.
The downside is that unlike a Combined Arms Detachment, Nemesis Strike Force Detachment, or Planetstrike Attacker Detachment, they have specified units rather than 'slots' where you can pick any unit with the appropriate battlfield role.

In addition, we've yet to see any formations which include Lords of War (I mean true super-heavies here, rather than Ghazkghull/Logan) or fortifications.

So obj sec ony benifits the rippers?

Yes. A battleforged army is built out of detachments. Every detachment gives you command benefits which apply to the units IN THAT DETACHMENT ONLY.
The 'normal' detachments (i.e. available to everyone in every mission) are the Combined Arms Detachment and the Allied Detachment.
Even if your army is battleforged, models which are not part of this detachment don't get the command benefits, so only troops from the combined arms detachment get objective secured.

Even if you have two termagant squads, one in a combined arms detachment and one in an endless swarm, only the combined arms detachment bugs get objective secured - the ones from the endless swarm get a different command benefit (which lets them potentially 'respawn' if destroyed).

There is a debate as to whether bugs spawned by a tervigon in a combined arms detachment are considered part of that detachment.
Personally I lean to "no" as it's the least advantageous interpretation for my army.

you can charge on the first turn going first provided you did not infiltrate, if you are going second, then you can charge on the first game turn provided you dont seize.

unless I am mistaken

Quite correct.
You are only prohibited from charging in the first player turn, not the first game turn. As long as your opponent goes first, you're fine. Of course, that gives him a turn to move out of charge range and/or shoot you, so first turn charges still aren't easy*. Lictor Forest Broods get an extra infiltrate option which makes it much more feasible:

~ More than 18" away from the enemy (as normal)
~ Between 12" and 18" from the enemy if not in line of sight of an enemy model (as normal)
~ Between 1" and 6" of an enemy model if in a forest (uinque to the forest brood)


* Which is why assassin broods and broodlords help a lot: take first turn, use The Horror to pin key enemy units so they can't get away or shoot back effectively.

This message was edited 2 times. Last update was at 2014/09/04 13:19:48


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Rampaging Carnifex





Los Angeles, CA

Ah, sorry I was getting the terms battle-forged and combined arms confused in my head. In that case, I would likely drop the rippers entirely and just run deathleapers group and fill the rest with forest broods.

Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
Made in us
Painlord Titan Princeps of Slaanesh





Your group does not play unbound?
   
Made in us
Rampaging Carnifex





Los Angeles, CA

Unbound is heavily restricted, which I am okay with. I personally though am not a huge fan of unbound in general, as can be seen by this thread, I like creating themed lists and trying to make them work within restrictions

Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts 
   
 
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