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Showing results for tags 'jormungandr'.
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hello peoples..... alas i have thought up an interesting list to combat a basic space marine list consisting of minimum squads of 3+ dudes not only list but lists because of magnetized models *mm here we go list the first: 748 pts - swarmlord - 270 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w fleshborers*mm - 60 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the second: 747 pts - swarmlord - 270 - termagants (12) w fleshborers*mm - 60 - warriors (3) w deathspitter x2 & venom cannon - 99 - rippers (3) - 36 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the third: 750 pts - broodlord*mm - 125 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2 & venom cannon - 99 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the fourth: 750 pts - tyranid prime w (boneswords, deathspitter*mm) & toxin sacs*mm - 89 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2 & venom cannon - 99 - rippers (3) - 36 - rippers (3) - 36 - the red terror - 55 - raveners (3) - 66 - mawloc - 125 list the fifth: 749 pts - tyranid prime w (boneswords, deathspitter*mm) & toxin sacs*mm - 89 - genestealers (8) w Extended Carapaces - 136 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2, venom cannon & bio enhancements (toxin sacs & adrenal glands*mm) - 117 - rippers (3) - 36 - rippers (3) - 36 - rippers (3) - 36 - raveners (3) - 66 - mawloc - 125 list the sixth: 746 pts - tyranid prime w (boneswords, deathspitter*mm) - 84 - genestealers (8)*mm - 120 - termagants (12) w devourers*mm - 108 - warriors (3) w deathspitter x2, venom cannon - 99 - rippers (3) - 36 - rippers (3) - 36 - rippers (3) - 36 - rippers (3) - 36 - raveners (3) - 66 - mawloc - 125 yes event the toxin sacs and adrenal glands will be magnetized because i am huge on WYSIWYG; 1/16 rare earth magnets are cool even the 3 rippers per base will be magnetized so that when they die they can be removed from the game now my enemy the space marines can either deploy using a drop pod or not three ways in fact because a - all deploy together as an impossible amount of wounds no matter how you look at it b - deploy as a gun line in two different fire base groups separated by a good bit c - drop pod unit or units + main fire base however they deploy, space marines are very dangerous when tyranids choose to assault them while they are at full strength due to rapid fire rules.... perhaps showing up turn one eliminates the AP-1 tactical doctrine stuff.... anyways using magnets and a few units i can deploy 6 different types of tyranid patrols they are the weaker army in fact so they either need a plus whatever in army point value increase or house rule(s) to make them more competitive.... perhaps.... these lists are based on purchasing the following sets: - hive tyrant box set, where the leftover bits from the swarmlord set can be used with the broodlord to make a tyranid prime - tyranid starter set, where the broodlord is magnetized to become the tyranid prime - termagant set, where they are all magnetized with either 12 fleshborers or 12 devourers - the red terror - warrior box set - ravener box set maybe more rippers along the way.... anyways cheers and my only recommendation to you for list building is this dual purpose cheers
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- jormungandr
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so i have this idea that i was wondering what yous alls thinks abouts this because i dont have CA2019 yet i cant accurately figure out how many points this would be if i just want base base base equipment to start my army theme is the following - shooty, punchy, deep strike, psycher, wounds - all units must be dual purpose (as in must be able to deploy the army various ways) - no flying or wing a ding dragons - use tunneling advantages for better than Troops selection (better toughness) Jormungandr Brigade Alittlebit (a-little-bit); because they are small.... - the enemy below (-1CP); allows for the Hive Guard (3) to tunnel with the Trygon - Mawloc has 1" deepstrike accompanying the above units - all units are non flying therefore have the benefit of cover (+1 save) for the purpose of shooting attacks (just dont advance or charge) HQ - Swarmlord T7, W12, INV, PSY2, SYN HQ - Tervigon T8, W14, PSY1, SYN, +10 termagants/turn, not spearheading the attack HQ - Hive Tyrant T7, W12, PSY2, SYN E - Maleceptor T7, W12, PSY2, SYN - 7 PSY a turn.... Catalyst 5++ times 7.... on 6 monsters with no INV save if none deep strike.... E - Haruspex T8, W13, punchy H - Exocrine T8, W12, shooty H - Tyrannofex T8, W14, punchy H - Toxicrene T7, W12, shooty and punchy H - Mawloc T6, W12, deep strike, punchy H - Trygon T6, W12, deep strike, shooty, punchy E - Hive Guard (3) with shockconnons T5, W9, deep strike with Trygon E - The Red Terror W6 E - Deathleaper W6 thats 2 extra Elite choices.... so lets forget Genestealers AND the Broodlord on a Tyranid list.... i know eh.... thanks to the internet i think i figured out the points changes to several units.... the HQ(3), Elites(5) and Heavy Support(5) come to 1910 pts.... the HQ(3), Elites(3) and Heavy Support(5) come to 1745 pts.... T(6) Termagants (10) with 3 devourers total; W40 - fan them out following the hoard preventing deep strike units - need troops to secure objectives, tervigon makes 10 per turn.... - if shot at they get a better save so thats good the entire Brigade of HQ(3), Troops(6), Elites(3) and Heavy Support (5) come to 1999 pts.... BEASTLY eh, Power Level 124 apparently...? HQ - 38W T - 60W E - 34W H - 62W TOTAL - 194 WOUNDS.... making 10 termagants a turn.... only 10 monsters at 12 Wounds or more.... shoot right at me toughness, better saves as they SLOWLY advance plus 63 Troop/Infantry units +30 Termagant reserves.... not a lot of models is that a balanced, 194 WOUND Brigade (+9CP) of beastly things for 1999 pts (PL 124) which will be so much fun to paint...? its like a ONE OF ALL THE MONSTERS LIST i can always not play an Elite or Heavy Support in this list and downgrade the selection point wise and add more Troops so this is always playable and can adapt easily; dual purpose i could paint that so fast guy.... did i just read that the MONSTERS are getting better in 9th edition.... not sure why i am not going to build and paint this army unless i am totally missing something here.... to get to 2500 i would get more troops; this would play better at 2500 i think 3000 i would bring 2 brigades....