|
So, last tiem I played was in 5th ed with the 4th codex, go figure what stuff manages to cut on someone free time.
Anyhow, I'm back in the game! I've got the new codex and the new big book, I've read a bit of what's what here and there so here are two proto list of what I'd like to play and everything I currently own, advices are well welcome.
My current models count:
1 winged tyrant with magnetized arms
1 tyrant with magnetized arms
3xcarnifex with magnetized arms.
arms for the above available: just about anything but mostly a plethora of TL devourers
2x zoanthropes
2x lictors
9x raveners
1x red terror (guess I'll proxy a trigon)
1x old one eye ( you know that SMALL very old model)
4x biovores
4x tyrant guard
2x hive guard ( bought not yet mounted)
2x tervigons/tirannofex sprues
2x trygons/mawloc sprues
40 or so hormagaunt
40 or so gaunts with various weapon attached ( almost never played WYSIWYG around here)
12 warriors most of them with twin linked deathspitter( why aren't you a small pie anymore :( ) some with twin linked barbed strangler
1 broodlord
24 genestealer.
That said, here is my first attempted list for 1500/2000 points
1500pt
QG: winged tyrant with TL devourers, toxin sacs 270pt
QG: tervigon with catalys 175 pt
Troops: 1x10 termagants 50 pt
Troops: 1 tervigon with catalyst 175pt
elite: 1x2 hive guards 100pt
elite: 2x1 zoanthropes, 120 pt
Heavy: 2x1 trygon (400 pt)
fast: 2x 15 gargoyles with toxin sacs 210 pt (will proxy the hormagaunts until I buy them)
2000 pt:
same as above except:
elites:
1x3 hive guards 150 pt
2x3 zoanthropes 360pt
fast: 3x20 gargoyles with toxin sacs 420pt.
Tactics-wise that's the rough idea of how I think of rolling:
The general will be QG tervigon, most likely with strategic traits.
the flying tyrant will be with biomancy powers, I'm thinking I'll hold him in reserve especially if I'm going second ( which I almost always chose to if I win the dice roll), I'm unsure about deep striking him or just entering from the border with that juicy 24" movement he now has. ( QUESTION: can he use psy powers the turn it enters from the reserve if it's a bless or a curse?).
The tervigons are to stay back and spawn troops for scoring, use catalyst on either themself or the trygons, possibly the tyrant, might consider rolling biomancy on them too IF I roll resistance on the tyrant/, but honestly I hope to get iron arm on it, or the better life leech
the trigons will not be held in reserve, they are to advance with the gargoyles to provide target saturation.
Zoanthropes, I'll most likely roll biomancy on them too for enfeeble/resistance if I'm against a bio army, otherwise they'll stay with their codex power for tank busting.Might even go for the default telepathy power against mass bio, especially low D ones, 3d6 averages mostly on 9-10-11-12 which sounds like at least 2 NO SAVES wounds x turn x zoanthropes, feels much better than the small blast which might just scatter away, range seems a problem however :( (QUESTION: does a squad of 3 zoanthropes roll powers for each of them individually, or do I roll once per squad and the whole squad have the same powers?)
Gargoyles: so much better than the 4th edition ones, I was thinking of going hormagaunts first for more scoring potential, but the gargoyles are so much faster for 1 point less per model I just couldn't justify it, I hope 2xtervigons will be enough troops.
So, thoughts?
|