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 Post subject: Individual Hive Fleet Rules Summary
PostPosted: Fri Nov 17, 2017 1:51 pm 
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Mawloc Prime
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Location: Western Massachusetts, New England, USA
Here is a quick overview summary of the fleets so you can easily decide which hive fleet name is best suited for your playing style:

BEHEMOTH
Adaption: Reroll failed Charge rolls.
Strategem: Cause Mortal Wounds on units charged.
Bio-Artifact: Make an additional attack on a 6+ to hit roll.
Warlord Trait: Wound rolls of 6+ causes 1 additional wound.

GORGON
Adaption: Reroll wound rolls of 1 in the fight phase.
Strategem: Toxin Sacs work on 5+.
Bio-Artifact: Once wounded, gain +1 Toughness.
Warlord Trait: On 4+, enemy units within 1" suffer a Mortal Wound.

HYDRA
Adaption: Reroll hit rolls in melee if you outnumber enemy unit.
Strategem: Replace a destroyed Infantry unit.
Bio-Artifact: The old Deathspitter that lets you reroll wound rolls.
Warlord Trait: The old Regeneration where you roll a die for every wound lost, return one on a 6.

JORMUNGANDR
Adaption: Always has cover unless you Advance or charge.
Strategem: When you deep strike snake body units, you may deep strike any other units with them.
Bio-Artifact: Enemy models within 6" have -1 Leadership.
Warlord Trait: Ignore cover from attacks by Warlord of friendly units with 3" of the Warlord.

KRAKEN
Adaption: Roll 3d6, keep the highest, when Advancing; also can fall back and charge.
Strategem: Double the number you roll to Advance.
Bio-Artifact: -1 all to hit rolls for ranged weapons against this model.
Warlord Trait: Pick a unit within 6", it can choose to fight first.

KRONOS
Adaption: Reroll 1's to hit in the shooting phase if they did not move.
Strategem: Enemy Psyker may only use one die for psychic tests.
Bio-Artifact: Strangletorn Cannon that ignores Invulnerable saves.
Warlord Trait: Failed psychic tests within 18" suffer d3 Mortal Wounds

LEVIATHAN
Adaption: 6+ Feel No Pain within 6" of Synapse
Strategem: Reroll 1's to hit and wound in melee, but it's kinds of complicated....
Bio-Artifact: Monstrous Bone Swords that have a chance to instant kill Infantry and Bikes.
Warlord Trait: Warlords gets one reroll for almost anything per round.

-------------------------

I'm probably going Hydra since i'm running the 180 Hormagaunts still; not much I'm not outnumbering.
What are you all leaning to for average All Comers lists?

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Last edited by HiveFleetOda on Fri Nov 17, 2017 7:02 pm, edited 1 time in total.

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 Post subject: Re: Hive Fleet Indivisual Rules Summary
PostPosted: Fri Nov 17, 2017 3:23 pm 
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Big One
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Location: London, Ontario, Canada
For tournament play I am likely going heavy on Jorg with a bit of Kronos.

Jorg is just so good, on big MC's with 3+ saves, going to a 2+ in the open is just nuts. It means you have a 2+ vs small fire and 5+ vs the big stuff like lascannons. Kronos can shut psykers down hard-I plan to drop kronos rippers around the field to mess with psykers and have hive guard with impalers re-rolling ones.

For fun games I think all of the hive fleets are great and have uses!

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 Post subject: Re: Individual Hive Fleet Rules Summary
PostPosted: Sat Nov 18, 2017 1:08 am 
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Big One

Joined: Mon Oct 10, 2011 11:01 am
Posts: 577
Location: Glens Falls NY
Although I favor the kraken for it's additional agression and mobility, I been playing under Kronos. Between exocrine and tyranofex I have been utilizing the double tap and rerolls to dominate small game's. The added bonus of psyker hate has also curved some of my opponents that tend to manipulate smite spam and buffing abilities. On a similar note I used a 25x termagant squad to gun down a 15x korhne bazerker squad in a single shooting (utilizing the rerolls and stratagem to double tap fleshbores)

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 Post subject: Re: Individual Hive Fleet Rules Summary
PostPosted: Tue Nov 21, 2017 5:40 pm 
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Medium One

Joined: Sun Mar 08, 2009 11:51 pm
Posts: 313
I'm a swarm list player, I'd love to see how Hydra works. I haven't played with the new codex yet, but I have a feeling a reroll on most of my units is going to be great. =)


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 Post subject: Re: Individual Hive Fleet Rules Summary
PostPosted: Tue Nov 21, 2017 10:53 pm 
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Big One

Joined: Mon Oct 10, 2011 11:01 am
Posts: 577
Location: Glens Falls NY
honestly it feels like hydra is back to basics, just fill your troops with swarm and charge deep and fast like a drunken prom date. Between the stratagem and adaption it really just says add more infantry and hit fast. Which is lore accurate, I would think it also best suits tervigon. Even though the relic would suggest a hive tyrant, tervigon best fits the agressive spam. Refilling termagants and stratagem that allows resurrecting of a dead unit. Also the warlord trait allows your tervigon to recoup lost wounds.

Still I can't help think the overall is a bit redundant with Gant and gaunts, even gargoyle, natural abilities to reroll. Though utilizing a couple warrior units and a prime to "corral/stampede" your little ones would be fluffy.

Side note I want to see a Hydra fleet dressed up like cowboys and gants/gaunts like mini steer & sheep..

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 Post subject: Re: Individual Hive Fleet Rules Summary
PostPosted: Wed Nov 22, 2017 8:00 am 
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Little One
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Joined: Sat Aug 04, 2007 2:57 am
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Location: Odense, Denmark
I will definately try out 3 lists:

- Heavy shooting Kronos with lots of dakka.

- A fast kraken list.

- A deep strike heavy Jormungandr list, where my opponent will hate me for having half my army in front of his face in turn 1.

I really love the way the different hive fleet adaptations makes you use certain units. It gives them a really big thematic feel.

I am not sure about the mixing of hive fleets in different detachments as people tend to do. Like kraken batallion with a kronos spearhead.
But then again, if people can mix different armies using detachments, why shouldn't I mix different hive fleets? Rather the same principle.

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 Post subject: Re: Individual Hive Fleet Rules Summary
PostPosted: Wed Nov 22, 2017 9:40 am 
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Big One

Joined: Mon Oct 10, 2011 11:01 am
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Location: Glens Falls NY
The mixed hive fleet is definitely a thing to do, I just haven't found a scenario where I needed/wanted to. But a shoot Kronos is really good specially if you're going long range style

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 Post subject: Re: Individual Hive Fleet Rules Summary
PostPosted: Wed Nov 22, 2017 11:15 am 
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Monstrosity
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Kronos fits my army's lore, especially the psyker bit. The shooting...not so much, but Hive Fleet Mariposa is kind of a splinter fleet, anyways.

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 Post subject: Re: Individual Hive Fleet Rules Summary
PostPosted: Wed Nov 22, 2017 11:26 am 
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Little One
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I will probably run some lists with shooting Kronos and Meelee Kraken detachments :)

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 Post subject: Re: Individual Hive Fleet Rules Summary
PostPosted: Wed Nov 22, 2017 11:26 am 
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Little One
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I will probably run some lists with shooting Kronos and Meelee Kraken detachments :)

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 Post subject: Re: Individual Hive Fleet Rules Summary
PostPosted: Wed Nov 22, 2017 12:37 pm 
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Big One

Joined: Mon Oct 10, 2011 11:01 am
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Location: Glens Falls NY
teodo is on the same wave as me, i cant seem to step away form the kronos anti psykers and the shooting buff has been beautiful. but i have always been a aggressive player so kraken would be my go too for mobility and RE-charge

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 Post subject: Re: Individual Hive Fleet Rules Summary
PostPosted: Mon Nov 27, 2017 10:57 pm 
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Biotitan
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Location: Los Angeles
I like Kraken and Gorgon. The former for hyper-aggression and the latter for lore, as my personal hive fleet color scheme is based on poison dart frogs.


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 Post subject: Re: Individual Hive Fleet Rules Summary
PostPosted: Mon Nov 27, 2017 11:26 pm 
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Big One

Joined: Mon Oct 10, 2011 11:01 am
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Location: Glens Falls NY
I think the most interesting thing about the hive Fleets is most of color schemes naturally reflected our preferred adaptions/main tendrils. Some people of of course liked behemoth so they painted to behemoth, but others like my self went rouge paint yet it still reflects portion of Kronos and kraken long before they officially had colors.

Maybe I'm just imagining it but it's kinda interesting.

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