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~Hive Fleet Tantalus~

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Post  Paz Wed Jan 20, 2010 6:52 pm

Thought I would throw out what has been percolating in my brain, for a force.

1250 pts

HQ=
-Parasite of Mortrex

Elites=
-Venomthrope
-Venomthrope

Troops
=
-Tervigon
(scything talons, catalyst, regeneration)
-Tervigon
(scything talons, catalyst, regeneration)
-x10 Termagant brood
-x10 Termagant brood

Fast Attack=
-x20 gargoyle brood
(toxin sacks, adrenal glands)

Heavy support=
-x2 Biovore brood
-Mawloc
(Regeneration, Adrenal glands)

So the thought is, the Tervigons move up, trying to keep the massed hordes of termagants alive through catalyst etc. The venomthropes are there to protect the massive tervigons with cover. The Biovores move up behind, smashing out those large blasts, and the parasite joins the massive gargoyle brood, to keep them in synapse, and they charge in, tring to get even more tarpit, while the mawloc goes after vehicles and meqs.
Only problem with this army= not a whole lot of anti tank... I'm not sure where to fit that in, other than hoping on the mawloc kickin some butt.
Thoughts?
Paz
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Post  sewerstalker Wed Jan 20, 2010 9:03 pm

Mawlocs even though they are cheaper then a trygon. To me a trygon is better. They are 200 points but you can also upgrade it to prime then it becomes synapse but one down side is 240 points then. But it has better ws, attacks and leadership( and biggest part synape creature for trygon prime) the hq you took is needed to keep up with gargoyles so it's good. Even though venomthropes look good on paper it is not as effective as a zoanthrope ex. Venomthrope has no synapse creature. For 5 points more you can take a zoanthrope which has the synapse which would help with the termagants. Then with the zoanthrope you can then have tank hunting with the strength 10 ap 1 lance weapon to shoot at tanks. Zoanthropes also get a 3+ invunerable save which the venomthrope does not. Troop choices look pretty solid with the tervigons because they recieve that feel no pain. gargoyles may want to be near someone with the feel no pain because they will yet gunned down but it will take a while to do so with 20 in the sqaud. Just to go back to hq choice I read his speacil rules and your list will have a lot of ripper swarms coming in which will help tie up units to yet you closer and assault. I love biovores!
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Post  Guardian Angel Thu Jan 21, 2010 9:24 am

I think you have a good base Paz.

Personally, I may be tempted to pull the Biovoires for perhaps Hive Guard or Zoanthropes.....The Zoanthropes are nice becuase they are Synapse and can pick off both tanks and troops....however, they need to pass a Psychic test and hit to do damage.....but they do provide Sysnapse.
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Post  Paz Thu Jan 21, 2010 1:10 pm

Sewer stalker= I think It would be more Biovores vs. zoanthropes, than venomthropes vs. zoanthropes. The venomthropes are there to provide the tervigons with a cover save (as those beasties will never be obscured), and since the tervi's are synapse, it won't matter. With 3 units that spawn free troops, I'm hoping to fight a meatgrinder, with the ability to grow my army being a powerful army tactic.

guardian- i agree! Its just... I've always loved biovores. The new pyrovore models are awesome (and pyrovores not so awesome) and I must have them!
Paz
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Post  Guardian Angel Thu Jan 21, 2010 1:32 pm

You know as obvious as it seems now, I never thought of using a Venomthrope to provide the Tervigon a cover save.....lol.

Good idea.....and as an added bonus they can act as a counter charge unit if some gets into CC with the Tervigon.

As well....in a 1250 point game.....you shuld be able to safely ignore anything armour wise that the Mawloc cannot bust open.
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Post  Paz Thu Jan 21, 2010 2:09 pm

Yeah, thats what I was hoping. The mawloc is there for the stray termi squad or vehicle, and both rervigons are strength 6, 3 attacks, they can hold their own. The counter charge idea is good, I just like the idea of these moving spore fog clouds, with huge walking factories inside, spewing out bugs, while spores fly overhead to explode within enemy lines and gargoyles darken the sky with leathery wings.
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Post  Guardian Angel Thu Jan 21, 2010 2:20 pm

Oh ya.....I think it will be a fun army to play.....

I looked at Parasite and I could not figure out exactly how his implant work....I got the toughness test on anything he kills....but am I wrong on thinking that he will spawn a TON of ripper bases? Basically 1 base of rippers per failed toughness test....right???

So, on average (assuming toughness 3 or 4) you will spawn 1 or 2 bases of rippers (toughness 3 --> 50% failed save; average roll on D6 --> 3.5, therefore 1.75 rippers), for every kill the Parasite makes......

The reason I am asking is because I am looking at building a Parasite as well for my HQ.....but with 30 Gargolyes flying around with him.....lol.
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Post  Paz Thu Jan 21, 2010 10:08 pm

He spawns D6 bases per wound. I;ve heard of early battel reports against guard, where he killed 5, with 4 tests failed, and 19 bases of rippers spawned. Remember though, thats good rolling. Also all bases have to be within 6 inches (not a smidge outside) or they fail to be deployed. So It doesn't allow for endless spawning.
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