Warpshadow.com

An unofficial discussion board dedicated to the Tyranids of Warhammer 40,000 (tm Games Workshop)
It is currently Mon Jun 25, 2018 3:17 am

All times are UTC - 5 hours




Post new topic Reply to topic  [ 13 posts ] 
Author Message
 Post subject: hive fleet synergy and tactica
PostPosted: Sat Nov 11, 2017 4:52 pm 
Offline
Big One

Joined: Mon Oct 10, 2011 11:01 am
Posts: 590
Location: Glens Falls NY
So I have been playing on my tablet and my codex for almost 24 hrs now and i have come up with a few gimmicks people may find useful and/or fun to try out. I want to share them with the hive mind but its mostly just scratch notes and i don't want to copy paste the entire thing since it potentially can spam the entire page and become jumbled in transition. In addition I am still fine tuning some of the rules/rulings to ensure everything is matched play legal to play with. its human to make mistakes with details. So if theirs some one out their could give me a hand too/ how too share this with out spamming posts id appreciate it, and hopes it'll help the hives entirely. command points are one I need help refining because I only ever used counter assault and the occasional re-roll,

sample> trygon + 30x hormagaunts <hive fleet behemoth> + 1CP brute force + 3CP adrenaline surge + 1CP caustic blood = turn 1 first blood, line breaker, and should eliminate 1-2 enemy units (trygon & hormagaunts)

_________________
Such beautiful name with a dark secret. Welcome to the nightmare that is HIVE FLEET LAMIA!


Top
 Profile  
 
 Post subject: Re: hive fleet synergy and tactica
PostPosted: Sun Nov 19, 2017 10:23 pm 
Offline
Hatchling
User avatar

Joined: Wed Jun 23, 2010 10:04 am
Posts: 38
Location: Redding, California, U.S.A.
I have been doing something similar.

Kronos Fleet: Take a biovore (or three). Need to shut down that Psyker? Out of range for The Deepest Shadow strat? Move your biovores to help them miss, and fire away. Place the spore mines that "missed" within 6 inches of the psyker, and more than three inches away from any enemy models. If the psyker in question doesn't have enough movement to get 24 inches away from the new spore mine "unit" in their own movement phase...
Situational, but then isn't most of battle?

Jormungandr Fleet: In consideration of the "always in cover" nature of the adaptation, I was amazed I had not considered how very useful that was to Mawlocs. Typically, I pop them up and they get burned immediately (so scary!). Now, barring ignores cover weapons/abilities, Shai-Hulud is rocking a 2+ armor save.
Additionally, this adaptation gives Lictors free roam. They are effectively 3+ armor over the entire board when they are not in close combat (though not against overwatch, since at that point, if I read the rules correctly, they are "charging" and thus lose the fleet adaptation).
I know a bunch of you will read that and think "duh. Those are obvious." Well yeah, but they nevertheless took me by surprise, so I thought it best to include them.

Kraken Fleet: Much ado about Genestealers for this fleet, but I urge you to consider how much the ability to fall back and re-charge would benefit Carnifex. To swing first and get that +1 to hit is pretty sweet.

Also, don't forget as I often do: Lictor's chameleonic -1 to hit works in close combat as well as against shooting, and stacks with the Shrouding spores rule from Malanthropes/Venomthropes, should they happen to be in range.


More to scribble as I find them. Hopefully I am not repeating things already common knowlege.

_________________
Hmm? What? Oh, right.


Top
 Profile  
 
 Post subject: Re: hive fleet synergy and tactica
PostPosted: Sun Nov 19, 2017 11:09 pm 
Offline
Big One

Joined: Mon Oct 10, 2011 11:01 am
Posts: 590
Location: Glens Falls NY
Something to consider for your last entry. Lictor's can DS anywhere 9"away but you can use the stratagem <pheromone trail> to DS your venomthropes a turn after. Personally trygon tunnel/<enemy below> works better but if your tight on points give a delayed support to your lictor's.

_________________
Such beautiful name with a dark secret. Welcome to the nightmare that is HIVE FLEET LAMIA!


Top
 Profile  
 
 Post subject: Re: hive fleet synergy and tactica
PostPosted: Fri Nov 24, 2017 11:39 pm 
Offline
Harpy
User avatar

Joined: Sun Jan 30, 2005 6:17 pm
Posts: 2257
Location: San Diego, California, USA
I got the codex later than most and I'm still reading through. I'm really liking Jormungandr, both for the obvious bonus to armor saves (mostly on the 3+ save big bugs), but also for the freedom it will give for maneuvering. No longer will I agonize over whether I should stick to cover for the save bonus or run out in the open...they're all the same now! The only "different" terrain is LOS-blocking (still valuable).

I noted the Lictor - 3+ save and -1 to be hit (-2 for Deathleaper) as a possible annoyance all by itself (and a good way to get artillery vehicles locked in close combat).

What I am torn on...will it be worthwhile to take genestealers with extended carapace under Jorm, to get the 3+ armor save? Or is losing Swift and Deadly too much of a penalty to make it worthwhile? It seems like having a wave of "power armored" stealers moving ahead of the big bugs (with catalyst, of course) would present a serious dilemma to the opponent.

Then again, I could just run Kraken and run the stealers right up his nose in turn one and not worry about presenting dilemmas on shooting. Very undecided...

_________________
"And Darkness and Decay and the Red Death held illimitable dominion over all."
- Edgar Allen Poe, The Masque of the Red Death


Top
 Profile  
 
 Post subject: Re: hive fleet synergy and tactica
PostPosted: Sat Nov 25, 2017 6:44 pm 
Offline
Big One

Joined: Mon Oct 10, 2011 11:01 am
Posts: 590
Location: Glens Falls NY
all valid, but personally i like jormungdar for its alpha abilities, 725pt list i can drop a tervigon, raveners, and 30x devgants turn 1 and just decimate. i used rippers as fillers and leave 3 units of 3 some were in terrain to block LOS and let me deploy right in my opponents face with extra aggression using the <single minded annihilation> ( on devour gants ofcourse) while in range of the tervigon dropped in a spore pod. so much fire power to give first blood and line breaker

_________________
Such beautiful name with a dark secret. Welcome to the nightmare that is HIVE FLEET LAMIA!


Top
 Profile  
 
 Post subject: Re: hive fleet synergy and tactica
PostPosted: Sun Nov 26, 2017 10:35 am 
Offline
Big One
User avatar

Joined: Sun Feb 05, 2012 10:13 pm
Posts: 621
Location: London, Ontario, Canada
Forest wrote:
all valid, but personally i like jormungdar for its alpha abilities, 725pt list i can drop a tervigon, raveners, and 30x devgants turn 1 and just decimate. i used rippers as fillers and leave 3 units of 3 some were in terrain to block LOS and let me deploy right in my opponents face with extra aggression using the <single minded annihilation> ( on devour gants ofcourse) while in range of the tervigon dropped in a spore pod. so much fire power to give first blood and line breaker


Just be carefull, you can't bring monsters in the Jorm Tunnels so no Tervigon, unless you have a different want to get it in.

_________________
10000 Nids
3000 GSC
10000 Imperial Guard
5000 Eldar
5500 Marines

In that order!!!


Top
 Profile  
 
 Post subject: Re: hive fleet synergy and tactica
PostPosted: Sun Nov 26, 2017 12:17 pm 
Offline
Big One

Joined: Mon Oct 10, 2011 11:01 am
Posts: 590
Location: Glens Falls NY
Spore pods,. 14 W monster can fit

_________________
Such beautiful name with a dark secret. Welcome to the nightmare that is HIVE FLEET LAMIA!


Top
 Profile  
 
 Post subject: Re: hive fleet synergy and tactica
PostPosted: Sun Nov 26, 2017 12:23 pm 
Offline
Big One

Joined: Mon Oct 10, 2011 11:01 am
Posts: 590
Location: Glens Falls NY
Here's the full list

HQ tervigon: talons. + Tyranocyte

Troop- 3xrippers
Troop- 3xrippers
Troop- 3xrippers
Troop- 20x termagant: devours

FA- 3x ravaners: talons


Attatch the Gants to the ravaners with the strategem and DS everything except the rippers which should be easy enough to hid in/behind terrain and block LOS.

_________________
Such beautiful name with a dark secret. Welcome to the nightmare that is HIVE FLEET LAMIA!


Top
 Profile  
 
 Post subject: Re: hive fleet synergy and tactica
PostPosted: Sun Nov 26, 2017 3:37 pm 
Offline
Big One
User avatar

Joined: Sun Feb 05, 2012 10:13 pm
Posts: 621
Location: London, Ontario, Canada
Forest wrote:
Here's the full list

HQ tervigon: talons. + Tyranocyte

Troop- 3xrippers
Troop- 3xrippers
Troop- 3xrippers
Troop- 20x termagant: devours

FA- 3x ravaners: talons


Attatch the Gants to the ravaners with the strategem and DS everything except the rippers which should be easy enough to hid in/behind terrain and block LOS.


In matched play you also need to have 50% of your units on the board.

_________________
10000 Nids
3000 GSC
10000 Imperial Guard
5000 Eldar
5500 Marines

In that order!!!


Top
 Profile  
 
 Post subject: Re: hive fleet synergy and tactica
PostPosted: Sun Nov 26, 2017 7:04 pm 
Offline
Big One

Joined: Mon Oct 10, 2011 11:01 am
Posts: 590
Location: Glens Falls NY
That's what the rippers are for. Rippers are on the table and your DS tervigon raveners and Gants. And since you attach. Tervigon to to pod it Should count as 1 unit as deployment. 3 on the table 3 in reserve's

_________________
Such beautiful name with a dark secret. Welcome to the nightmare that is HIVE FLEET LAMIA!


Top
 Profile  
 
 Post subject: Re: hive fleet synergy and tactica
PostPosted: Sun Nov 26, 2017 7:49 pm 
Offline
Not Loukang
User avatar

Joined: Thu Nov 27, 2003 5:10 pm
Posts: 674
Location: (French) Paris Suburb
I think that the extended carapace stealers are worthy if they deploy via the insfestation nodes. The fact that you deploy not that far from enemies compensate the loss of the Swift and deadly ability. Being harder to hit can let your stealers survive a round of shooting and/or overwatch. Thus improving thier chance to retaliate any intruders near/in your deployment zone.

Cheers,

Lak


Top
 Profile  
 
 Post subject: Re: hive fleet synergy and tactica
PostPosted: Mon Nov 27, 2017 10:48 pm 
Offline
Biotitan
User avatar

Joined: Mon Feb 16, 2009 2:32 am
Posts: 2048
Location: Los Angeles
Here's a handy combo I accidentally happened upon during a recent game, and it's not Hive Fleet specific:
1. Swarmlord and Tyrant Guard advance together
2. Swarmlord gives itself Onslaught
3. Swarmlord uses Hive Commander on itself
4. Spend 1CP on Metabolic Overdrive to advance the Tyrant Guard again in order to maintain 3" coherency with Swarmlord

This can be altered in different ways to enable the Tyrant Guard to advance ahead before the Swarmlord charges while the Swarmlord gives Hive Commander to something else. However it's done, it can be very useful.

And I'm sure this combo has been broadcast from here to eternity already, but to emphasize its potency:

1. Kraken Advance Genestealers w/ Opportunistic Advance
2. Swarmlord uses Hive Commander to make the Genestealers Move and Advance again
3. Genestealers charge

I managed to get off an 18" move, a 14" Hive Commander and a 10" charge with the Genestealers the top of Turn 1 against Death Guard. Most impressive!

My first game was with Gorgon. An interesting synergy I found wasn't a combo, per se, but an unforeseen advantage. You can field minimum sized Hormagaunt units and still gain the benefit of a 20-man brood. That can make for a cheap fulfillment of the Troops slot at no sacrifice to potency.


Top
 Profile  
 
 Post subject: Re: hive fleet synergy and tactica
PostPosted: Mon Nov 27, 2017 11:19 pm 
Offline
Big One

Joined: Mon Oct 10, 2011 11:01 am
Posts: 590
Location: Glens Falls NY
I actually shared the first one on a facebook group,<kraken> swarm Lord+onslaught+charge= 48" (potentially all 6s) turn one. The mobility is insane, I even simplified it for people. >. "Why yes my swarmlord just out ran your super Sonic fighter jets on foot".

_________________
Such beautiful name with a dark secret. Welcome to the nightmare that is HIVE FLEET LAMIA!


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 13 posts ] 

All times are UTC - 5 hours


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron

Web Design for Warpshadow.com by SMIS Ltd.
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group