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Made in us
Water-Caste Negotiator




3 tervigons (2 troops, 1 hq)
adrenal glands, toxin sacs, catalyst, onslaught

3x 20 termagants

3x 3 zoanthropes

3x 3 mawloc

=2k list

I ran this list today for another time, this time against a somewhat standard IG parking lot list ran by an equally skilled player, and didn't lose a single killpoint, in fact tabling him by turn 4, so it's proven itself effective against 5th edition in my eyes.

I scored first turn, which helped - the list plays the same regardless, but the way this game worked was somewhat ideal. This list has an amazing synergistic playstyle that forces many threats in many different directions, has 6 MC's, and can take everything you throw at it from what i've seen.

Deploy aggressively as possible - in pitched battle, throw the zoeys right up front of the gaunts, then the gaunts in front of the tervigons, who sit in back. Mawlocs start on the board, anywhere at all, preferably out of LOS, centralizing your forces to your opponent's middle (or the center of his likely deployment.)

Due to the wording of Onslaught, you can run with the zoeys -before- you use onslaught on them. This lets you allocate psychic powers logically and efficiently. Get a short run? Cast Catalyst on gaunts. Get a good run that puts you in range? Onslaught. Run with everything every turn if you can - the tervis can play conga-line Onslaught turn 3 to get into buff range if necessary, their powers are less important then unless you're facing DE or something.

You'll never have to worry about synapse, and tanks will be no problem to 9 zoeys and the guaranteed 3 MC's in his backfield killing termis when they come in, or tanks/transports or devastators. You can take them back out/in if there's terminators everywhere, or just assault parking lots as an MC. They can escape assault from tarpitting units like guard blobs due to hit&run. Marines are nothing to a statistically average swarm of 100+ gants with FnP, poison weapons, and furious charge - even a stray venom/raider will get wrecked by sheer weight of dice.

Blobs/green tide will (and have) die due to pie plate spam and being outblobbed. Dawn of war is lovely, as are objective games. The lists main strength is that it puts the vice on turn 1, and what are you going to shoot with what? I.e. zoeys are an unusual threat in an abnormal location, mawlocs are literally just skirmishers and dont make the real punching power of the army, tervigons are stupidly durable with good positioning/screening, even with the new models, and in any case aren't the sole synapse, which brings us back to the zoeys. The gaunts aren't just bolter fodder - feel no pain + cover makes them as durable as a terminator, and you can go to ground if you're just camping objectives to make them even more durable than one.

I havent come across anything this list can't take yet - kan wall, leafblower, parking lot, deathwing, draigowing, venom spam (this one was tough, came down to the fact that my unit footprint is so massive i can deny objective contesting.)

Questions/comments/biscuits?
   
 
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