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Made in us
Fixture of Dakka






 Marmatag wrote:
 blackmage wrote:
but why dont play a simpler 4+ flyrant list?


I suppose you could, it is the best unit in the codex.



I was running the idea of 3 Supreme Detachments with all Flyrants, tho 3 different setups for them to match 3 different Fleets, still working it out. Its 10 in my list 3 with HVC's, (tho idk if i really need those).

I dont want to play this list, but i wanted to do Mathhammer and see how it will work out with the list.

   
Made in us
Longtime Dakkanaut



Cheyenne WY

I'm pretty sure some folks are running up to 7 Winged Tyrants. But I think it's mostly as a " counter meta". Spamming dark reapers with foreshadowing was making ds impossible, so let's zoom over on wings a f#@! You! up.

The will of the hive is always the same: HUNGER 
   
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 Astmeister wrote:
 Strat_N8 wrote:
One quick question, does Old One Eye benefit from his own Alpha Leader ability (+1 to hit rolls)? Only reason I ask is that it was pointed out to me during a test game the other night that he is technically a Carnifex unit and is obviously within range of himself, but the stacking of +1 to hit modifiers makes his Berserk Rampage ability rather silly (extra attacks on a 4+ to hit on the charge with Scything Talons, 5+ for Crushing Claws, hitting on a 2+ regardless). The game saw Old One Eye nearly 1-round a Stompa by himself (I used the fight twice stratagem to try to fully finish it off, but left it with 1 wound remaining).


IMHO he gets the +1 to hit.


Automatically Appended Next Post:
But my math hammer says he just does 10 damage to a Stompa on average.


He absolutely gets the +1 to hit. Chaos Lords affect themselves, Synapse Creatures affect themselves, etc.

   
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 Amishprn86 wrote:
 Marmatag wrote:
 blackmage wrote:
but why dont play a simpler 4+ flyrant list?


I suppose you could, it is the best unit in the codex.



I was running the idea of 3 Supreme Detachments with all Flyrants, tho 3 different setups for them to match 3 different Fleets, still working it out. Its 10 in my list 3 with HVC's, (tho idk if i really need those).

I dont want to play this list, but i wanted to do Mathhammer and see how it will work out with the list.




Heres the Tyranical List:

+++ Tyranical (Warhammer 40,000 8th Edition) [109 PL, 1999pts] +++

++ Supreme Command Detachment +1CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Leviathan

+ HQ +

Hive Tyrant: Adrenal Glands, Heavy Venom Cannon, Monstrous Rending Claws, Toxin Sacs

Hive Tyrant: Adrenal Glands, Heavy Venom Cannon, Monstrous Rending Claws, Toxin Sacs

Hive Tyrant: Adrenal Glands, Heavy Venom Cannon, Monstrous Rending Claws, Toxin Sacs

Hive Tyrant: Adrenal Glands, Heavy Venom Cannon, Monstrous Rending Claws, Toxin Sacs

+ Elites +

Tyrant Guard
. Tyrant Guard: Rending Claws, Scything Talons
. Tyrant Guard: Rending Claws, Scything Talons
. Tyrant Guard: Rending Claws, Scything Talons

++ Supreme Command Detachment +1CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kraken

+ HQ +

Hive Tyrant: Adrenal Glands, Chameleonic Mutation, Monstrous Rending Claws, Toxin Sacs, Two Devourers with Brainleech Worms, Warlord, Warlord Trait: Adaptive Biology, Wings

Hive Tyrant: Adrenal Glands, Heavy Venom Cannon, Monstrous Rending Claws, Toxin Sacs, Wings

Hive Tyrant: Adrenal Glands, Heavy Venom Cannon, Monstrous Rending Claws, Toxin Sacs, Wings

++ Supreme Command Detachment +1CP (Tyranids) ++

+ No Force Org Slot +

Hive Fleet: Kraken

+ HQ +

Hive Tyrant: Adrenal Glands, Monstrous Rending Claws, Toxin Sacs, Two Devourers with Brainleech Worms, Wings

Hive Tyrant: Adrenal Glands, Monstrous Rending Claws, Toxin Sacs, Two Devourers with Brainleech Worms, Wings

Hive Tyrant: Adrenal Glands, Monstrous Rending Claws, Toxin Sacs, Two Devourers with Brainleech Worms, Wings

Created with BattleScribe (https://battlescribe.net)

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Yeah, nice. I just like Flyrants more is all But for walking, indeed HVC's!

   
Made in us
Never Forget Isstvan!






6 flying 4 walking, 5 with HVC, 5 with double devourers. All with MRC and toxin sacs.


You can hold some of the kraken ones in reserve or stick em all on the table, depending on who your facing.

The tyrant guard soak up any alpha and you proceed on your way to victory.

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Texas

I had a guy at my FLGS run a list of like 9-10 flyrants with kraken, it was surprisingly effective. Especially with the fallback and recharge for flyers.

I don't want to be that guy, and I don't want to buy 7 more flyrants.




Automatically Appended Next Post:
 Marmatag wrote:


I've found instinctive killer to be the best warlord trait for a hive tyrant. Especially in the age of spam.


Interesting, I haven't tried this one yet. Maybe ill give it a go.

This message was edited 1 time. Last update was at 2018/01/26 15:44:57


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Made in us
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East Bay, Ca, US

It's a definite counter to the current meta of reapers. Tyrant spam was much better before the smite nerf. Now there are serious diminishing returns on a list like that.

Also, with Tau and Dark Eldar getting a codex, that list will probably not be viable. Poison weapons, gigantic guns dealing 3d6 damage... yeah. Flying Hive Tyrants are such big easy targets, when those 2 get their codex, I would not be surprised if this list dies completely.

Also Jormungandr will become one of the worst hive fleets. Marker lights will make a come back and remove cover with ease.

This message was edited 1 time. Last update was at 2018/01/26 17:16:38


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in it
Contagious Dreadnought of Nurgle





 Marmatag wrote:
It's a definite counter to the current meta of reapers. Tyrant spam was much better before the smite nerf. Now there are serious diminishing returns on a list like that.

Also, with Tau and Dark Eldar getting a codex, that list will probably not be viable. Poison weapons, gigantic guns dealing 3d6 damage... yeah. Flying Hive Tyrants are such big easy targets, when those 2 get their codex, I would not be surprised if this list dies completely.

Also Jormungandr will become one of the worst hive fleets. Marker lights will make a come back and remove cover with ease.

highly doubt any dark eldar list can withstand the onslaught of 6 deepstriking flyrant, with all those jucy r3 and low T/W veichles, btw 4 flyrants are enough and you have points for 6 hive guards and lot of stuff.

This message was edited 1 time. Last update was at 2018/01/26 18:29:17


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East Bay, Ca, US

 blackmage wrote:
 Marmatag wrote:
It's a definite counter to the current meta of reapers. Tyrant spam was much better before the smite nerf. Now there are serious diminishing returns on a list like that.

Also, with Tau and Dark Eldar getting a codex, that list will probably not be viable. Poison weapons, gigantic guns dealing 3d6 damage... yeah. Flying Hive Tyrants are such big easy targets, when those 2 get their codex, I would not be surprised if this list dies completely.

Also Jormungandr will become one of the worst hive fleets. Marker lights will make a come back and remove cover with ease.

highly doubt any dark eldar list can withstand the onslaught of 6 deepstriking flyrant, with all those jucy r3 and low T/W veichles, btw 4 flyrants are enough and you have points for 6 hive guards and lot of stuff.


In their current form, you're right. But think about the leap we took with the codex.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Omnipotent Necron Overlord






 Eihnlazer wrote:
6 flying 4 walking, 5 with HVC, 5 with double devourers. All with MRC and toxin sacs.


You can hold some of the kraken ones in reserve or stick em all on the table, depending on who your facing.

The tyrant guard soak up any alpha and you proceed on your way to victory.

IMO - no reason to take any walking tyrants. Give them all wings and just start some on the table. Also - the double dev is better for tyrants - they are pretty effective against armor in CC - plus - smite is great anti tank. It's also cheaper.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in it
Contagious Dreadnought of Nurgle





 Marmatag wrote:
 blackmage wrote:
 Marmatag wrote:
It's a definite counter to the current meta of reapers. Tyrant spam was much better before the smite nerf. Now there are serious diminishing returns on a list like that.

Also, with Tau and Dark Eldar getting a codex, that list will probably not be viable. Poison weapons, gigantic guns dealing 3d6 damage... yeah. Flying Hive Tyrants are such big easy targets, when those 2 get their codex, I would not be surprised if this list dies completely.

Also Jormungandr will become one of the worst hive fleets. Marker lights will make a come back and remove cover with ease.

highly doubt any dark eldar list can withstand the onslaught of 6 deepstriking flyrant, with all those jucy r3 and low T/W veichles, btw 4 flyrants are enough and you have points for 6 hive guards and lot of stuff.


In their current form, you're right. But think about the leap we took with the codex.

also with codex rhey will have r3 mostly and fragile veichles that's clear, then sure they will improve a lot.

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Well, dont forget DE is SUPPOSE to be Xeno's King of DSing. If they get back those abilities, he who DSing 1st will lose, so if you wait to DS 6 Flyrants (you know 1300pts of stuff) DE will easily kill the rest of your army without needing to DS uits forcing you to DS either some or all your Flyrants, at this point its their world.

Thats if they get back the DS capabilities they used to have.

Im a Nid and DE player, i have over 10k points and been playing both armies for years. I do NOT see the Flyers, Ravager's, Mandrakes, Kabals, Incubi changing in anyway (other than a Stratagem). Hellions, Bikes, Coven will get better for sure.

What is going to help DE the ost is Point changes on Wargear, 1/2 the units will stay the same, but weapons like HeatLances wont be 25pts (S6 Melta gun that is 18") anymore, Blasters wont be 15pts (A worst S8 D3 -4ap that donest have Melta rule.... a Melta gun for 2pts more is much better b.c its D6 or best of 2D6 and not 1D3), Shredder (equal to a SB in damage) wont be 8pts anymore (think about, DE is spending 8pts for "their" SB). A S3 Flamer with AP wont be 13pts anymore, etc..

Literally 20+ pieces of wargear are 2x some 4x the cost of what they should be.

This... this is what will scare Tyranids, DSing units WITH gear, DE will have the same models on the table, but now they will afford the wargear.

This message was edited 1 time. Last update was at 2018/01/26 20:14:10


   
Made in us
Norn Queen






 Marmatag wrote:
It's a definite counter to the current meta of reapers. Tyrant spam was much better before the smite nerf. Now there are serious diminishing returns on a list like that.

Also, with Tau and Dark Eldar getting a codex, that list will probably not be viable. Poison weapons, gigantic guns dealing 3d6 damage... yeah. Flying Hive Tyrants are such big easy targets, when those 2 get their codex, I would not be surprised if this list dies completely.

Also Jormungandr will become one of the worst hive fleets. Marker lights will make a come back and remove cover with ease.


Cover is only part of it. The deepstrike flexibility of Jorm is, in my opinion, it's real strength. The cover is a nice bonus, but I play Jorm because I can deploy in ways that make first turn a waste of time for my opponent and a massive table grab/alpha/beta strike as needed for me.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in it
Contagious Dreadnought of Nurgle





 Amishprn86 wrote:
Well, dont forget DE is SUPPOSE to be Xeno's King of DSing. If they get back those abilities, he who DSing 1st will lose, so if you wait to DS 6 Flyrants (you know 1300pts of stuff) DE will easily kill the rest of your army without needing to DS uits forcing you to DS either some or all your Flyrants, at this point its their world.

Thats if they get back the DS capabilities they used to have.

Im a Nid and DE player, i have over 10k points and been playing both armies for years. I do NOT see the Flyers, Ravager's, Mandrakes, Kabals, Incubi changing in anyway (other than a Stratagem). Hellions, Bikes, Coven will get better for sure.

What is going to help DE the ost is Point changes on Wargear, 1/2 the units will stay the same, but weapons like HeatLances wont be 25pts (S6 Melta gun that is 18") anymore, Blasters wont be 15pts (A worst S8 D3 -4ap that donest have Melta rule.... a Melta gun for 2pts more is much better b.c its D6 or best of 2D6 and not 1D3), Shredder (equal to a SB in damage) wont be 8pts anymore (think about, DE is spending 8pts for "their" SB). A S3 Flamer with AP wont be 13pts anymore, etc..

Literally 20+ pieces of wargear are 2x some 4x the cost of what they should be.

This... this is what will scare Tyranids, DSing units WITH gear, DE will have the same models on the table, but now they will afford the wargear.

suppose but who know...what will be.

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Yeah.. thats why i Cap that suppose lol


   
Made in us
Clousseau





East Bay, Ca, US

 Lance845 wrote:
 Marmatag wrote:
It's a definite counter to the current meta of reapers. Tyrant spam was much better before the smite nerf. Now there are serious diminishing returns on a list like that.

Also, with Tau and Dark Eldar getting a codex, that list will probably not be viable. Poison weapons, gigantic guns dealing 3d6 damage... yeah. Flying Hive Tyrants are such big easy targets, when those 2 get their codex, I would not be surprised if this list dies completely.

Also Jormungandr will become one of the worst hive fleets. Marker lights will make a come back and remove cover with ease.


Cover is only part of it. The deepstrike flexibility of Jorm is, in my opinion, it's real strength. The cover is a nice bonus, but I play Jorm because I can deploy in ways that make first turn a waste of time for my opponent and a massive table grab/alpha/beta strike as needed for me.


Obviously we all have different tastes, but Jormungandr is at a pretty significant disadvantage against armies that wholly ignore cover. The ability to deep strike stuff is nice, but with the current meta I just don't see it as good enough to merit taking that knowing you're going to lose your +1 save. Especially since everyone has screens, and units that are worth deep striking in most cases already have it. My 2c. We can have different opinions here.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Fixture of Dakka






You mean like how all SM players are using something like 15-20 Scouts now? lol. Everyone Screens ATM.

   
Made in us
Stubborn Prosecutor





 Amishprn86 wrote:
You mean like how all SM players are using something like 15-20 Scouts now? lol. Everyone Screens ATM.


They do that just to fill out their troop choices. It's less about screening (scouts aren't great in that role, especially in squads of 5) and more about how much SM players hate tactical marines and intercessors right now

Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.


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Scouts are more of an anti-deepstrike/infiltrate screen, than an actual screen. They don't stop 40" genestealer moves at all.


You can however take them with the heavy bolters to deal out Mortal wounds with the strat if you want them to be useful, and blood angel melee scouts can actually kill other cheap units pretty well.

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Cheyenne WY

Has anyone seen what DE are getting? I'm hoping drukari, and Tau will be enough to supress dark reaper blobs.

Necrons have me interested as well. Orks are the natural counter for us, so that should shift our meta, once they get a Codex.

The will of the hive is always the same: HUNGER 
   
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Norn Queen






 Marmatag wrote:
 Lance845 wrote:
 Marmatag wrote:
It's a definite counter to the current meta of reapers. Tyrant spam was much better before the smite nerf. Now there are serious diminishing returns on a list like that.

Also, with Tau and Dark Eldar getting a codex, that list will probably not be viable. Poison weapons, gigantic guns dealing 3d6 damage... yeah. Flying Hive Tyrants are such big easy targets, when those 2 get their codex, I would not be surprised if this list dies completely.

Also Jormungandr will become one of the worst hive fleets. Marker lights will make a come back and remove cover with ease.


Cover is only part of it. The deepstrike flexibility of Jorm is, in my opinion, it's real strength. The cover is a nice bonus, but I play Jorm because I can deploy in ways that make first turn a waste of time for my opponent and a massive table grab/alpha/beta strike as needed for me.


Obviously we all have different tastes, but Jormungandr is at a pretty significant disadvantage against armies that wholly ignore cover. The ability to deep strike stuff is nice, but with the current meta I just don't see it as good enough to merit taking that knowing you're going to lose your +1 save. Especially since everyone has screens, and units that are worth deep striking in most cases already have it. My 2c. We can have different opinions here.


No doubt. To each their own. I was just pointing out that I have confounded my opponents on many occasions because their lists just can't deal with everything of value either being untargetable characters (neurothropes), out of LoS (hiveguard), rippers to push the boundries on their own deepstrikes And kind of a waste for their first turn shooting, or in my reserves ready to come out with the raveners. Jorm lets me force my opponent to play the way I want them to.




Automatically Appended Next Post:
pinecone77 wrote:
Has anyone seen what DE are getting? I'm hoping drukari, and Tau will be enough to supress dark reaper blobs.

Necrons have me interested as well. Orks are the natural counter for us, so that should shift our meta, once they get a Codex.


I am really interested to see the Tau sept rules and how they deal with commanders/crisis suits. Commanders need a small price increase crisis need a bit of a price drop IMO.

I am also very interested to see dynasty rules and how/if they change RP to scale better with the size of the game. Necrons could really use the help these days.

This message was edited 1 time. Last update was at 2018/01/28 02:13:14



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Infiltrating Broodlord






Just got back from the tournament with mixed results. We won our first game against a Guard/Tau team, Tied our second game against a double Guard list spamming air-dropped Cyclops demolition vehicles, and brutally lost the last game against my two brothers running Alpha legion 'zekers and pask/tank commander spam (wasn't expecting to win going into it, they built it with my list in mind...).

I ended up settling for the following list after test games with my teammate:
Spoiler:

Kronos Battalion:
HQ: Old One Eye
HQ: 1x Tyranid Prime with Boneswords/Deathspitter

TROOPS: 8x Warriors with Scything Talons, Deathspitters (6x), Venom Cannons (2x)
TROOPS: 20x Termagants
TROOPS: 20x Termagants

HEAVY: 3x Carnifexs with Monstrous Scything, Heavy Venom Cannon


He ended up going with Paladin spam so the Warriors and Carnifexes provided threat saturation while Termagants provided screening. The only unit I can really say that under performed during the tournament was the 'fexes, but that was more due to not having the points for Enhanced Senses and they never had an opportunity to get into combat, so they mostly spent the tournament trading pot-shots with Leman Russes at 36''. The Warriors did very well with double tapping and fighting where necessary alongside the Paladins and Old One Eye survived each game without dying, preserving slay the warlord in each game.

Again, many thanks to all who provided feedback during list construction!

Astmeister wrote:
But my math hammer says he just does 10 damage to a Stompa on average.


I rolled really well in said test game. The Stompa already had 10 wounds on it from our shooting when Old One Eye charged it. He did 2 mortal wounds with his Immortal Battering Ram and then hit with 7 attacks (generated 2 extras) and wounded with 6. Stompa failed to save any and suffered 18 wounds. Second attack from Adrenal Surge then saw another 9 wounds for a total of 39.

This message was edited 1 time. Last update was at 2018/01/28 03:10:52


 
   
Made in ie
Deranged Necron Destroyer





Hey all, currently re-doing my GSC/Nids/AM list and looking for some feedback.

I considering either 3 units of 20 Genestealers or 2 units of 20 Genestealers and 1 unit of 30 Devgaunts. My Nids detachment is Kraken so Genestealersc benefits the most from Kraken but I cannot say no to 90 S4 re-rolling 1s to wound shots.

What would you guys prefer? My HQs are 2 Flyrants as well.

This message was edited 1 time. Last update was at 2018/01/29 00:33:35


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Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
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For genestealers you either take one unit of 20, or go all in and take 3 squads with a broodlord.


I personally just use one unit of 20. Get my first turn charge, scare the opponent into dealing with them, then win the game with the rest of my army.

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Tough Tyrant Guard






I used 2x19 GS, and 1x29 Dev gants with a Trygon.

It works fantastic.
   
Made in ie
Deranged Necron Destroyer





 Eihnlazer wrote:
For genestealers you either take one unit of 20, or go all in and take 3 squads with a broodlord.


I personally just use one unit of 20. Get my first turn charge, scare the opponent into dealing with them, then win the game with the rest of my army.


That is pretty much what I did this weekend. I don't really think a Broodlord is necessary with Gstealers. i was getting 55 hits on average out of 80. I think the Hive Tyrant is way more situational with it being able to fly, fall back, shoot and charge and cast 2 powers.

However, I still felt like I was lacking reliable CC. I also like the idea of setting up a unit on my deployment line for maximum movement and have the 2nd unit deep striking.

i might bring 2 full units of Gstealers and Devigaunts.



Automatically Appended Next Post:
 Traceoftoxin wrote:
I used 2x19 GS, and 1x29 Dev gants with a Trygon.

It works fantastic.


The rest of my army is AM Tank Commanders with a Tax patrol detachment of G cult.

What would be the general idea of Gstealers, Devigaunts and trygon?

This message was edited 1 time. Last update was at 2018/01/29 03:13:14


I have a Youtube. Rage Against The Imperium. Here is the link if you are interested - https://www.youtube.com/channel/UC0WxDMsMyI7WcChiSfApB4Q

Necrons - Legion of The Silent King - [756-809 PL, 15038-16076pts]
Spoiler:

Unbound Army (Faction) (Necrons)
HQ
Anrakyr the Traveller
Catacomb Command Barge
Selections: Gauss Cannon, Warscythe - 3
Cryptek
Selections: Canoptek Cloak, Staff of Light - 2
Cryptek
Selections: Chronometron, Staff of Light - 3
Destroyer Lord
Selections: Warscythe
Destroyer Lord
Selections: Staff of Light
Illuminor Szeras
Imotekh the Stormlord
Lord
Selections: Warscythe
Nemesor Zahndrekh
Orikan the Diviner
Overlord
Selections: Resurrection Orb, Voidscythe
Overlord
Selections: Resurrection Orb, Warscythe - 3
Overlord
Selections: Resurrection Orb, Staff of Light
Overlord
Selections: Hyperphase Sword, Resurrection Orb
Trazyn the Infinite
Vargard Obyron

Troops

Immortals
Selections: Gauss Blaster, 15x Immortal
Immortals
Selections: 15x Immortal, Tesla Carbine
Immortals
Necron Warriors
Selections: 100x Necron Warrior
Necron Warriors

Elites

C'tan Shard of the Deceiver
C'tan Shard of the Nightbringer
Canoptek Tomb Stalker
Deathmarks
Selections: 25x Deathmark
Flayed Ones
Selections: 20x Flayed One
Lychguard
Selections: Hyperphase Sword and Dispersion Shield, 10x Lychguard
Lychguard
Selections: 6x Lychguard, Warscythe
Triarch Praetorians
Selections: Rod of Covenant, 10x Triarch Praetorian
Triarch Stalker
Selections: Heat Ray*
Triarch Stalker
Selections: Particle Shredder*
Triarch Stalker
Selections: Twin Heavy Gauss Cannon*

Fast Attack

Canoptek Scarabs
Selections: 63x Canoptek Scarab Swarm
Canoptek Scarabs
Canoptek Tomb Sentinel
Canoptek Wraiths
Selections: 3x Canoptek Wraith
Canoptek Wraiths
3x Canoptek Wraith w/ Transdimensional Beamer
Selections: 3x Transdimensional Beamer
6x Canoptek Wraith w/ Whip Coils
Selections: 6x Whip Coils
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Destroyers
5x Destroyer
Selections: 5x Gauss Cannon
Tomb Blades
Selections: Shadowloom, Shieldvanes
Two Gauss Blasters - 9
Heavy Support
Annihilation Barge
Selections: Gauss Cannon - 3*
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Canoptek Spyder
Selections: Fabricator Claw Array, Gloom Prism
Doomsday Ark
Doomsday Ark
3x Heavy Destroyer
Monolith
Tesseract Ark
Two Tesla Cannons
Selections: 2x Tesla Cannon
Transcendent C'tan

Flyer
Doom Scythe - 4*
Night Scythe - 4*


Dedicated Transport
Ghost Ark - 3*

Lord of War
Gauss Pylon
Obelisk

* - This unit is magnetized so can be either model e.g. Doomscythe or Nightscythe
 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

I’m working towards a 200 Power collection. Probably Behemoth, maybe Kraken.

I’ve got a provisional list based on what I’ve got built and in bits:
Spoiler:

Brigade:
Swarmlord
Broodlord
Tervigon
30 Termagants - 20 Devourers
30 Hormagaunts
6 Warriors - VC, BS, 4 Devourers, All Boneswords
10 Genestealers
3 Rippers
3 Rippers
3 Venomthropes
3 Hive Guard - Impalers
3 Tyrant Guard
3 Mucolid Spores
Rupturefex
Dakkafex
3 Biovores

Spearhead
Old One Eye
3 Screamer Killers

Vanguard
Neurothrope
4 Zoeys x 3
3 T-cytes


Thing is, this hits 200 on the dot and the units that can be reduced will take effectiveness hits. I haven’t committed on the T-fex yet, but I found one to be fantastic in a team game. I like the idea of the psychic barrage bomb and am reluctant to drop it. Could drop each zoey unit down to minimum, but I like the flexibility of being able to drop three 2D3 Smites after scarecrowing my opponent with the threat of the PB.

Freeing enough to switch the Mucolids to Meiotics would be welcome. I hate having to wait for first turn to drop my screening units. I want to deny landing zones to Bloodletter bombs when I go second,

   
Made in us
Lone Wolf Sentinel Pilot






Texas

 Traceoftoxin wrote:
I used 2x19 GS, and 1x29 Dev gants with a Trygon.

It works fantastic.


I do this as well, though I have stopped using the trygon, its just a really expensive taxi. its easier to just saturate the board with GS and gaunts and your opponent has so much to shoot he cant stop you.

10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in us
Tough Tyrant Guard






 Dynas wrote:
 Traceoftoxin wrote:
I used 2x19 GS, and 1x29 Dev gants with a Trygon.

It works fantastic.


I do this as well, though I have stopped using the trygon, its just a really expensive taxi. its easier to just saturate the board with GS and gaunts and your opponent has so much to shoot he cant stop you.


I have a lot of success with my Trygon, but I can understand wanting to swap him oit
   
 
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