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		<title><![CDATA[Latest posts for the thread "Making hive fleet Hydra viable"]]></title>
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				<title>Making hive fleet Hydra viable</title>
				<description><![CDATA[ <span style="font-size: 12px; line-height: normal;"> hello everyone, I decided to start a new thread for this topic, and I know it's not the most competitive choice at the moment, but i'm really into their colour scheme and background. So, how would you build an army around only hive fleet Hydra? As a starting point, i'm considering the swarmlord, broodlord and 20x genestealers. </span>]]></description>
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				<pubDate><![CDATA[Mon, 19 Apr 2021 09:52:22]]> GMT</pubDate>
				<author><![CDATA[ Spreelock]]></author>
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				<title>Re:Making hive fleet Hydra viable</title>
				<description><![CDATA[ Hive fleet Hydra. So re-roll in melee if you outnumber? Bring in a squad from outside the game if you have the points sett aside? Is that the one.<br /> <br /> I would say you are pretty much on the money with your suggestion. Blobs of warriors and or ravaners can also function. In addition to the clawfingered pants stealing fiends mentioned earlier. <br /> <br /> Hormagaunts (and gargoyles) are cheap, have big units, but are very bad when it comes to damage output, negating the bonus from Hydra fleet.<br /> <br /> But melee nids is not good. Our best structures are shooting nids. And melee got some redemption in the from of the excelent forge world monsters, who do not benefit from hive fleet Hydra.<br /> <br /> Genestealer benefit the most from beeing kraken, and then behemoth, because if you do not make it into combat they are D E A D. They cost very much considered their fragileness. With kraken you often fought one thing, severlyamaging or killing it, before you get shot down by bolters or other small arms weapons.<br /> <br /> The biggest problem is the desparet breakout stratagem, meaning they will fall back and shoot you. In 9th edition you can no longer tripod the enemy in and 'hide in melee'. ]]></description>
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				<pubDate><![CDATA[Mon, 19 Apr 2021 17:13:50]]> GMT</pubDate>
				<author><![CDATA[ Niiai]]></author>
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				<title>Re:Making hive fleet Hydra viable</title>
				<description><![CDATA[ @Niiai: Hydra modifies the Endless Swarm stratagem to effect any infantry unit (by default it only works on gaunt genus broods). It does require reinforcement points as it adds a new unit to the army roster, but has the benefit of being able to deploy from any table edge and it has fairly generous timing (can be used any turn and can draw from any destroyed unit that meets the keyword criteria - doesn't have to be used when the squad is destroyed and can be used to "outflank" after turn 3). <br /> <br /> Hydra was one of my favorite "fun" fleets in 8th.<br /> <br /> When building a Hydra list I've found it best to try to keep your units all around the same point cost or at least have a common increment so you have options if you set aside reinforcement points for Endless Swarm.  I used to build my Hydra lists in increments of 120 with 120 to 240 points set aside for respawns (depending on how big the game was).  You don't have to spend for reinforcement points, but I have found that table space can be at a premium running all infantry and it lets you get extra bodies (albeit later in the game) without requiring extra physical models.<br /> <br /> I would advise you avoid monsters (since they don't benefit) and instead lean more heavily on your multi-wound infantry to perform similar roles instead.  Hive Guard, Biovores, Warriors, and Pyrovores (to a lesser extent) can provide reasonable "heavy weapon" fire support. I've found Tyrant Guard with Crushing Claws are actually quite fun with Hydra as a "mini-fex" of sorts. They hit at S10 and as long as the brood is at least 2 strong they can reroll misses against vehicles and monsters.  They also make taking Swarmlord or a Tyrant a bit more justifiable when taken in quantities, since they enrage whenever a Tyrant is killed. Venomthropes also work fairly well with Hydra. They get expanded spore coverage when taken in larger brood sizes (which Hydra likes) and they natively have the ability to reroll wounds with their toxin lashes which compliments Hydra rerolls.<br /> <br /> While Genestealers can be quite lethal with Hydra, I'd probably not take more than 1 medium/large squad or 2 smaller squads. Hydra generally wins through board control and burying objectives in cheap wounds. Genestealers doesn't really play well with that given how expensive per wound they are and how high a target they are. That being said, as long as they follow the common increment used for your squads and reinforcement points they are fun to bring back with Endless Swarm. <br /> <br /> <i>(It should probably go without saying, but the above is strictly from a 'local game night" perspective, not a "something one would take to a tournament" perspective)</i>]]></description>
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				<pubDate><![CDATA[Tue, 20 Apr 2021 01:39:35]]> GMT</pubDate>
				<author><![CDATA[ Strat_N8]]></author>
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				<title>Re:Making hive fleet Hydra viable</title>
				<description><![CDATA[ <span style="font-size: 12px; line-height: normal;">hey, I appreciated the advice. I'll probably skip their stratagem because it has very little tactical use (it's just so bad, but I'm still set to build Hydra fleet). Here's what i'm currently thinking;<br /> <br /> Battalion Hydra<br /> - swarmlord (warlord, catalyst, onslaught)<br /> - broodlord (paroxysm, norn crown)<br /> - 20x genestealer<br /> - 20x genestealer<br /> - 20x hormagaunts<br /> - 20x hormagaunts<br /> - 3x rippers<br /> - 3x rippers<br /> - lictor<br /> - lictor<br /> - 3x venomthropes<br /> - 3x tyrant guard (crushing claws)<br /> - 6x hive guard (impaler cannons)<br /> - biovore<br /> - biovore<br /> <br /> Tactics; the idea is to sling-shot genestealers and hormagaunts to keep the pressure on the opponent, broodlord uses 'metabolic overdrive' to get into position to support genestealers. Biovores and hive guard camp at backfield objectives, lictors deep strike into enemy deployment zone, rippers are for late-game objective grabbing. The venomthropes are providing -1 to-hit for genestealers, swarmy and tyrant guard, while they fight against tough targets.<br /> The secondaries i'm thinking are engage on all fronts and teleport homer, not really sure about third. I'm also considering alternative options for relics.<br />  </span>]]></description>
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				<pubDate><![CDATA[Tue, 20 Apr 2021 07:28:32]]> GMT</pubDate>
				<author><![CDATA[ Spreelock]]></author>
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