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Post by jay on Apr 11, 2006 20:19:39 GMT -5
Hive Tyrant 1 HQ 5 4 5 6 4 5 3/4 10 3+ 213pts Monstrous Creature; Fearless; Enhanced Senses +1 BS: Adds +1 Ballistic Skill.; Scything Talons (x1); Venom Cannon; Synapse Creature; The Horror Tyrant Guard 2 5 3 5 6 2 5 2/3 10 3+ [90] Shieldwall; Rending Claws; Scything Talons
Hive Tyrant 1 HQ 6 3 6 6 4 6 3/5 10 2+/6(i) 219pts Monstrous Creature; Fearless; Acid Maw; Adrenal Glands +1 In: Adds +1 to Initiative.; Adrenal Glands +1 WS: Adds +1 Weapon Skill.; Implant Attack; Toxin Sacs +1 St: Adds +1 to Strength.; Winged; Scything Talons (x2); Synapse Creature; The Horror; Warp Field
2 Lictor Elite 6 0 6 4 2 6 2/3 10 5+ 160pts Secret Deployment, Loner, Stealth, Pheromone Trail, Fearless, Hit and Run; Feeder Tendrils; Flesh Hooks; Rending Claws; Scything Talons
3 Warriors Elite 5 3 5 4 2 4 2/3 10 4+ 119pts Adrenal Glands +1 WS: Adds +1 Weapon Skill.; Enhanced Senses +1 BS: Adds +1 Ballistic Skill.; Extended Carapace +1 Save: Adds +1 to Save.; Toxin Sacs +1 St: Adds +1 to Strength.; Scything Talons (x1); Deathspitter; Synapse Creature 1 with Adrenal Glands +1 WS: Adds +1 Weapon Skill.; Enhanced Senses +1 BS: Adds +1 Ballistic Skill.; Extended Carapace +1 Save: Adds +1 to Save.; Toxin Sacs +1 St: Adds +1 to Strength.; Scything Talons (x1); Barbed Strangler; Synapse Creature 40K unit (4#, 160 Pts) 4 Ravener Fast 5 3 4 4 2 5 3/4 10 5+ 160pts Beasts, Deep Strike; Rending Claws; Scything Talons (x1)
4 Raveners Fast 5 3 4 4 2 5 3/4 10 5+ 160pts Beasts, Deep Strike; Rending Claws; Scything Talons (x1)
4 Ravener Fast 5 3 4 4 2 5 3/4 10 5+ 160pts Beasts, Deep Strike; Rending Claws; Scything Talons (x1)
3 Ripper Swarm Troops 3 1 3 3 3 2 3 10 6+ 42pts Mindless, Swarm; Leaping
3 Ripper Swarm Troops 3 1 3 3 3 2 3 10 6+ 42pts Mindless, Swarm; Leaping
2 Zoanthropes 1 Heavy 3 3 4 4 2 4 2 10 2+/6(i) 110pts Living Artillery; Toxic Miasma; Warp Blast; Warp Field 1 Carnifex 1 Heavy 3 3 9 6 5 1 2 10 3+ 163pts Monstrous Creature; Fearless; Enhanced Senses +1 BS: Adds +1 Ballistic Skill.; Reinforced Chitin: Gains +1 Wound.; Barbed Strangler; Venom Cannon 1 Carnifex 1 Heavy 3 3 9 6 5 1 2 10 3+ 128pts Monstrous Creature; Fearless; Enhanced Senses +1 BS: Adds +1 Ballistic Skill.; Reinforced Chitin: Gains +1 Wound.; Twin-linked Devourer (x2) 3 Warriors Elite 4 3 5 4 2 4 2 10 4+ 160pts Enhanced Senses +1 BS: Adds +1 Ballistic Skill.; Extended Carapace +1 Save: Adds +1 to Save.; Toxin Sacs +1 St: Adds +1 to Strength.; Twin-linked Devourer; Synapse Creature Enhanced Senses +1 BS: Adds +1 Ballistic Skill.; Extended Carapace +1 Save: Adds +1 to Save.; Toxin Sacs +1 St: Adds +1 to Strength.; Scything Talons (x1); Venom Cannon; Synapse Creature
Total Cost: 1836 pts
any comments will help. I looking to switch out the Zoanthropes for another Carnifex.
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MajorSoB
Moderator
The oldest
THE GRUMPY OLD MAN!
Posts: 2,135
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Post by MajorSoB on Apr 12, 2006 16:15:52 GMT -5
How about some gaunts? ;D
Seriously it looks good to me and someday when you get it painted AND assembled I wouldn't mind playing you!
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Post by jhobin on May 2, 2006 9:59:46 GMT -5
How has this list been working out?
I have never really had much success with lictors. It seems like 2 or 3 need to be taken to make them more effective. Which you have. They do there job of holding up units in a certain area.
Why so many ravenors. I like 2 units. Why not take out the third unit and make it a cheapo elite carnifax. or turn it into a leaping warrior unit. the warrior's can run with the ravenor's and keep up and provide the synapse so they don't get instant killed.
You can free up some points by getting rid of the WS improvement on the shooty warriors. Theoretically they will never need it, plus they are already a 4 which aint half bad.
K made a bad a@@ unit of zoanthropes. I foget the combo he uses. You can probably find it on DP's website.
I like the list
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Post by dragons3 on May 2, 2006 10:28:14 GMT -5
LICTORS @ 80 POINTS EACH NEVER HOLD THERE OWN, WITH 2 WOUNDS & 5 PLUS SAVE (EXCLUDING COVER), THEY DON'T LAST. MORE IMPORTANTLY JAY, THEY CAN'T TAKE OBJECTIVES. THE BEST USE THEY HAVE IS TO TAKING OUT BASILISK'S TO KEEP THOSE EARTH SHAKER CANNONS FROM TAKING OUT YOUR TROOPS.
2 LICTORS @ (160) points gives you 3 attacks+ 1 for charging. 8 GENE STEALER'S @ (20) WITH EXTENDED CARAPACE (4) & FLESH HOOKS (1), IS A BETTER PLAY FOR 168 points.
OLD LICTORS WERE BETTER WITH 3 WOUNDS, AND WORKED BEST IN A GROUP OF 3.
BOTTOM LINE, THEY DO LITTLE DAMAGE AND DIE FAST.
I'M RE-DOING MY LIST, BUT I'LL TELL YOU ONE THING: TAKING A CLAWED CARNEFEX WITH ALL THE GOODIES SPOTTED MY OPPONENTS 180 points EACH GAME, (WHICH WAS MY DEMISE). I ONLY PLAYED BECAUSE I THOUGHT PAINTING WAS TO JUDGED.
MY 180 point INVESTMENT KILLED 1 RINO @ 58 points IN 3 GAMES AND THAT'S IT.
I NEED SOME TIME TO CHECKOUT THE REST YOUR LIST.
HAVE A NICE DAY! "FRIENDLY DRAGON"
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Post by Norton on May 2, 2006 10:38:07 GMT -5
Looks like a fine list as is really, If anything i'd switch around the raveners a bit, i'd rather see 2 units of 6 then 3 of 4.
The smaller units just seemed to easy to get rid of, call it personal preference though.
The deathspitter unit of warriors seems to be a big waste too, the barbed strangler is fine and i understand the appeal of a unit that all shoots good range templates but ... wait for it... .... they suck. Keep the barbed strangler but replace those deathspitters, even a single devourer each would be an improvement and you don't end up giving up too much range. So unless you really really need that extra couple shots at rhino's or landspeeders i'd make the swap. oh, and of course drop the WS upgrade on this unit reguardless.
Not entirely sure i'd drop the 2 zoenthropes for another shooty carni but if you do i'd reccemend another double devour armed one, almost even point swap.
The rest of the list looks pretty solid, the flying tyrant is a bit pricey, i never feel the need to give him ALL the toys, usually just ST+1, wings, and implant attack.
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Sanguinary
Sergeant
WOW, his son looks strangely like Shaun,
Posts: 341
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Post by Sanguinary on May 2, 2006 10:39:18 GMT -5
Get devourers!!!! As many as possible!!
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Post by jhobin on May 2, 2006 11:15:38 GMT -5
I have never done a walking tyrant before, how do they hold up vs. the flying one.
The flying one can get there quicker obviously, I would imagine that the one on foot with the guard can take a beating from fire as well as hth and keep swinging. I thought the bonesword on the one on foot would be cool too.
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Post by dragons3 on May 2, 2006 11:58:11 GMT -5
WALKING HIVE TYRANTS WITH 2 HIVE GUARDS WORK WELL SET UP FOR CLOSE COMBAT, BUT YOU STILL NEED A SHOOTING WEAPON. THE OTHER OPTIONS ARE 1) JUST A CHEAP HIVE TYRANT WITH RENDING CLAWS & SCYTHING TALONS JUST TO MOVE AS A SYNAPSE CREATURE or 2) ENHANCED SENSES WITH TOXIC SAC'S, BARBED STRANGLER & VENOM CANNON, (WHICH I USE NOW) or 3) ENHANCED WITH 2 TWIN-LINKED DEVOURERS, WHICH I USED TO USE. AN ODD CHOICE WOULD BE WARP BLAST, IF YOU TAKE ENHANCED YOU CAN ONLY FIRE THE 24" STR. 5 AP3 WEAPON. A MUST IS: THE SHADES OF THE WARP (10) ON 1 OF THE HIVE TYRANTS, BECAUSE ALMOST EVERY MARINE PLAYER IS TAKING: FURY OF THE ANCIENTS, (INCLUDING MOI). DEVOURERS IN ALL CREATURE FORMS ARE GOOD CHOICES BEING ASSAULT WEAPONS WITH 18 INCH SHOOTING RANGE. FOR USE NID GUYS IT'S A BOLTER, (THE BEST WE CAN DO). SANGY & NORTON ARE ON THIS, BUT IT CAN BE OVER DONE. AND LAST OF ALL, ALWAYS PLAY 3 ZOANTHOPES, (YOUR ELDAR BROTHERS). THEY HIT 4, (BOO) BUT YOU NEED TO HAVE AP2 WEAPONS AND THEY LAST ALONG TIME DURING A GAME, SYNAPSE (10) 2+/6+ SAVES AND WARP BLAST (65 points total). IF YOU, NORTON & I HAVE THE SAME ARMY LIST, WE COULD KEEP KNOCKING EACH OTHER OUT OF TOURNEYS, (KYLE INCLUDED). HAY, SANGY I'LL LET YOU TRY MY BUGS SOMETIME, THEY MAY BE YOUR KIND OF ARMY. LAST TRANSMISSION FROM HERE, HAVE A NICE DAY! THE FRIENDLY DRAGON.
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Post by MallSecurity on May 2, 2006 12:26:13 GMT -5
In my experience my walking tyrant seemed to be little more than a 300 point walking venom cannon. It never saw enough combat to justify the points.
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Post by jay on May 2, 2006 15:03:40 GMT -5
Lictors suck, i found that out the hard way. if you playing marines and dont roll a 6 for rending, then they are dinner. With the new rules with everyone hitting and the hiden powerfist. I think they will be staying in gw case. it sad because that is one of figures i have painted.
The walk Tyrant is good only 50/50. The last time i used him i give him a vemon cannon with two guard. Buty he is jsut over 200 points. I find he is good for getting quarters.
The Warriors i been thinking of taking a big squad (5 to 6) with one Barbed Strangler and the rest with twin link devourers. I do like hitting on 4 instead of 5's I think it is huge. maybe not with the divourers.
I think i am going to be taking more Carnifexs Two with vemon cannon and barb stranglers and two with devoures. That will give me 6 toughens 6 guys.
I am taking mike advice and puting the raveners together.
This will allow for more carnifexs.
or points on
gene stealers
Ripper Swarm also suck, the stealers have a low armor save, but are as nasty as the raveners, so maby people will start shootiing at them first.
I am going to army builder tonight. thanks for help. anything more will be great.
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Post by Norton on May 2, 2006 15:21:10 GMT -5
leave 1 lictor in the army, the versatility of 1 is worth it. Think of it as a deepstriking warrior with improved comms. With the prevalence of escalation missions that re-roll for reserves is very important, made even more so by your style of army and it's lack of troops starting on the table.
Once you mentally remove the 20 points for the re-roll, you're stuck with a 60 point warrior that has better strenght, WS, I, rending, Cover save and can deep strike into terrain in any mission.
One is worth it, pop a vehicle, or at least tie up a shooty squad for one shooting phase.
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Iron Warrior
Moderator
The Iron
Iron Within! Iron Without!
Posts: 2,573
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Post by Iron Warrior on May 2, 2006 15:41:56 GMT -5
Im gong to have to agree with North The Most wise. One is worth it for the reasons he mentioned above. Not only that but those hidden bassys, small squads and guardsman dont like seeing a Lictor. Even the fact that you have one may unnerve or make your opponet think twice about moving close to terrain pieces.
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Post by dragons3 on May 2, 2006 16:07:45 GMT -5
THIS IS TRUE SAINT NORTON, A LICTOR IS NOT A PROBLEM AT 1850 or 2000 POINTS, BUT AT 1500 points, 80 points for one hurts. ON WALKING HIVE TYRANTS, MALL S. THE ONLY WAY TO COME UP WITH A SHOOTY ONE AT 300 points WOULD BE: HIVE TYRANT (75)+TOXIC SAC's (12)+ ENHANCED (10)+ VENOM CANNON (40)+ BARBED STRANGLER (20)+ FLESH HOOKS (4)=161 points. AND THEN 3 GUARDS (45)+ FLESH HOOKS (1)=138 points. that's 299 points. WHAT DID YOU DO FOR 300 points? ANYTHING ELSE ON THE TYRANT TAKES AWAY THE REASON FOR THE GUARD, OR GIVE THE TYRANT EVERYTHING WITHOUT THE GUARD AND I STILL CAN'T SEE 300 points FOR A WALKER. I CAN'T SEE ANY OTHER USE FULL COMBO FOR 300 points, I CAN'T GET A WINGED HIVE TYRANT TO COST THAT MUCH! TELL ME WHAT YOU PLAYED AND WHY, THANKS!
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Post by jay on May 2, 2006 16:23:00 GMT -5
re-roll for reserves is huge, but i always seem to play marines. Agaist guard or other armies with low armor save they are good. Take this weekend i charge in with two lictors and kill 4 marines (8 man squad with 4 missle launchers and no power fist). okay he swings back and does one wound on each. It all good. second round of combat i only wound once and he makes the save and then he kills me off.
Only good part of of it was i got to re-roll two of my reserves and my whole army came on the board second turn.
Maybe i will keep one in army. I think i need to play him better.
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Post by dragons3 on May 2, 2006 21:46:54 GMT -5
OK,THIS IS THE PROBLEM WITH LICTORS, YOUR OPPONENT NEEDS TO ASK YOU JUST ONE QUESTION. "ARE YOU PLAYING LICTORS? YOU'RE DONE, THEY DON'T COME IN TILL TURN 2 AT BEST. HE CAN PLACE ALL HIS TROOPS BEHIND TERRAIN ON TURN ONE, THEN MOVE THEM ON TO THE TERRAIN AND SPREAD THEM OUT. THE LICTORS HAVE NO PLACE TO GO OR CRASH INTO THE UNIT/ UNITS AND DIE. OLD CODEX LICTORS, WERE GREAT. YOU HAND SKETCH A MAP WITH THERE HIDDEN LOCATION, HIDDEN BUT FIRST ON THE THE BOARD AND REVILED WHEN YOU NEEDED THEM WITH 3 WOUNDS WITH EVERYTHING ELSE THE SAME IN THE NEW CODEX WE HAVE NOW, (BIG DIFFERENCE). AT LEAST THIS WAY YOUR OPPONENT CAN ONLY GUESS WHERE THEY ARE AND NOT PLAN HOW TO STOP THEM IN TERRAIN. WHILE I'M HERE, THE HARDEST TROOP CHOICE TO MAKE IS "HORMAGAUNTS" FAST WITH MULTIPLE ATTACKS BUT EASY TO KILL. YOU EITHER LOVE'M OR HATE THEM. I HAVE 2 SQUADS OF 12 HORMAGAUNTS THAT I PLAY SOMETIMES. "DUCKBOY40" IS THE ONLY ONE I REMEMBER EVER PLAYING 30 IN ONE SQUAD. THIS IS A BIGGER DISCUSSION THAN LICTORS, JUMP IN NID GUYS! "I'M INTERESTED ON YOUR TAKE." THANKS!
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