i_reckon Posted October 27, 2020 Share Posted October 27, 2020 (edited) 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 Edited October 28, 2020 by i_reckon XeonDragon 1 Back to top Link to comment https://bolterandchainsword.com/topic/367289-jormungandr-750-patrol-to-get-into-the-swing-of-thingz/ Share on other sites More sharing options...
XeonDragon Posted November 2, 2020 Share Posted November 2, 2020 Which list did you end up playing and how did it go? I liked the look of list 4. Link to comment https://bolterandchainsword.com/topic/367289-jormungandr-750-patrol-to-get-into-the-swing-of-thingz/#findComment-5626692 Share on other sites More sharing options...
i_reckon Posted April 4, 2021 Author Share Posted April 4, 2021 (edited) so i did this; basically max kitted out all units i have minus a non EC genestealer bunch for tactical reasons.... i never ordered anything, just spent more at the local store to get things right away and here i am.... here we go hive fleet jormungandr 1246 pts swarmlord - 270 broodlord - 125 ripper swarm (4) w spinemaws - 60 termagants (12) w devourers, toxin sacs, adrenal glands - 108 genestealers (8) w rending claws, EC, toxin sacs - 176 genestealers (8) w rending claws, toxin sacs - 160 WIP mawloc w adrenal glands, toxin sacs - 131 tyrannofex w rupture cannon, toxin sacs, adrenal glands - 216 essentially there are 8 units therefore 4 start the game on the board and 4 in tunnels. because jormungandr, for 3x1CP the mawloc can now tunnel the broodlord, termagants and genestealers with EC turn 2. the broodlord for synapse for the shooty termagants and hes ok with the genestealer in plate armor who care not about advancing here, smite, etc. the mawloc and termagants have an 8" charge, broodlord and genestealers have 9". on turn 3 if the mawloc fails his charge and did not die, he can burrow and then turn 4 mortal wound etc. if the termagants all die or 5 genestealers die, i can use CP to bring em back. the swarmlord pairs with the rippers and the genestealers not in EC pair with the tyrannofex. the big guy tries to position himself to not move and double shoot; maybe use slime strat for 2CP. i double move (not advance) the rippers using swarmy to ensure they get on one of the close objectives so they can start banners. i use 1CP to double move (not advance) the genestealers to do the same thing on the other close objective. Turn 2 it is all out advance charge to support the deep striking guys. 4 infestation nodes to deal with deep striking units (for 3CP bring back 5 genestealers). so this is the 1246pt army to date with is entirely not points efficient. i know this. the starting force is 706 pts (56%) and the deep striking force is 540 pts (43%). i am also building 36 space marines and 1 drop pod (3 tactical, 1 assault, 1 devastator and primaris lieutenant with storm shield + cptn w storm shield, lieu, 3 vets w combat shields, 5 sternguard in a drop pod). basically everything in this tyranid army does +1 damage on wound rolls of 6 because of toxin sacs or some other cool weapon. for going against marines that is needed. all i need to do is base the tyrannofex and finish the non EC genestealers, prime, then i plan on batch painting this tray of bugs. look at their arms and legs and head pinned for paint. cheers. Edited April 4, 2021 by i_reckon XeonDragon 1 Back to top Link to comment https://bolterandchainsword.com/topic/367289-jormungandr-750-patrol-to-get-into-the-swing-of-thingz/#findComment-5685926 Share on other sites More sharing options...
i_reckon Posted April 8, 2021 Author Share Posted April 8, 2021 so i was working on the space marine side of things and i must say, they are very killy at 1250pts.... so even though i started modelling this stuff i decided to make some changes hive fleet jormungandr 1244 ptsswarmlord - 270broodlord - 125ripper swarm (4) - 48termagants (12) w devourers, toxin sacs, adrenal glands - 108genestealers (11) w rending claws, EC, toxin sacs - 242genestealers (5) w rending claws - 75trygon prime w adrenal glands, toxin sacs - 175tyrannofex w acid spray, toxin sacs, adrenal glands - 201 8 units, 84 wounds, 70 Power Level - insta hit weapon on the tyrannofex who can now keep up wtih swarmlord and get buffs - this means genestealers (5) and scarabs control backfield objectives - trygon prime deals more damage and gets to transport a troop unit free of CP - more genestealers on the charge to +1 attack if 10 survive overwatch now the greatest thing is how to get to 1500 pts.... ill need to add most of 1 termagant box and 1 exocrine to the above list - termagants (8) + 3 devourers - 62 - added to make them 20 and take advantage of RR 1s in shooting - ripper swarm (2) - 24 - since i get 2 bases worth in the termagant box i get to have two units of 3 and a 9th unit - exocrine - 170 - just because and a 10th unit meaning i can deep strike another unit this adds up to 256 pts + 1244 pts is exactly 1500 pts so on the table in the backline will be the exocrine, tyrannofex, swarmlord, holding primary objectives will be rippers and rippers: 5 units in the tunnel will be trygon prime, broodlord 1CP, termagants (20) 1CP, genestealers (11) 0CP: 4 units i also get those 5 base genestealers in either infestation nodes or available for call the brood at 3CP: 1 unit anyways i need to fix some things here before i paint.... XeonDragon 1 Back to top Link to comment https://bolterandchainsword.com/topic/367289-jormungandr-750-patrol-to-get-into-the-swing-of-thingz/#findComment-5687026 Share on other sites More sharing options...
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