----
HQ----
tyrant 270
armor shell,
HVC,2 powers,
OA, Adrenals
Flyrant 270
wings,
HVC, tld-blw,2 powers
----Troops----
20 t gaunts 200
devourers
20 t gaunts 200
devourers
20 h gaunts 160
toxin sacs
20 h gaunts 160
toxin sacs
----Elite----
3x zoanthrope 180
3x hive guard 150
----Fast----
Harpy 160
TL STC,
----Heavy----
trygon prime 240
trygon prime 240
tyranofex 265
==========
total 2495
==========----------------------------------------
basic points...
1: NO reserves. I dont want to run reserves... EVERYTHING on the field 1st turn.
2. 6 Monstrous creatures
3. plenty of basic troops
4. 3 long ranged anti tank guns ( sadly the
HVCs will rely mostly on hull point damage vs exploding on a pen)
5. Many Solid...Dual role creatures... anti tank+ anti infantry
----------------------------------------------------------------------------------------------------------------------------------
strategy points.
1. warlord is the ground tryant, the 2+ makes him slighty harder to kill
- will aim towards biomancy hoping for a few choice biomancy powers.. Endurance, leech essence, iron arm or supersonic (help him stay alive better)
-- If i get iron arm potential
str 10 on the charge for attacks due to adrenal glands.. so smash not really needed. if not kind of a point sink but its only 10 points.
2, Flyrant... will start flying when needed his
HVC locked at vehicles, if target priority changes hes got the twin devourers
- aiming for more anti infantry psychic powers, meant more towards shredding swarm lists..
--fast speed to get to where he needs, vector strike for anti air (meh ok i guess)
3. Harpy... My anti infantry period.
4. dual trygons anti vehicle/troops, they will go where is needed.
5. T-fex... My wildcard.. Ranged anti tank.... bullet sponge... a wee bit of anti infantry

with his templates. He usually does me well but sometimes... all he does is soak bullets.
6.zoans.... dont really fit... or do they?
-with the new powers they can choose.... IF i dont feel the need for more anti tank i can turn them all into anti infantry... amazing anti infantry.... assuming they get to live long enough.
--with the chance at getting tremor (i think its called) they can cause some severe.... damage to swarms or weaker troops like tau
IG etc, with psychic shriek they become mini dooms of malantai and that is a primaris power so im guaranteed it if i want it. come on.... 3 bursts into most troops can do some damage...
7. gaunts..
-hormagaunts - keep out of synapse so they get 2 attacks, dont gotta worry about
meqs, at the very least they are tarpits
--termagaunts - 3 shots per, keep them near tyrant to keep him melee screened until he needs to break free... they re roll 1's to hit and they are amazing light vehicle slayers anything
av 10
8. Hive Guard..... they do what they do... pick off stragglers and pick on light-mid tanks
-----------------------------------------------------------------------------------------------------------------------
Any thoughts?