Skitso
08-14-2012, 09:29 PM
So after only recently going through the rules I've had a crack at doing my first 6th ed list. Very different from my usual 5th ed lists so I may be completely crazy, any feedback is appreciated.
HQ:
Flyrant:-Wings, 2xTwin-Linked Devourers with brainleech, Old Adversary.
Will be rolling on the Biomancy table.
Elite:
3x Hive Guard.
3x Hive Guard.
Troops:
Tervigon: Toxin, Adrenal, Catalyst + Domination.
25x Devilgaunts.
23x Hormagants with Toxin.
23x Hormagants with Toxin.
Broodlord-scyths + 4 genestealers. Biomancy
Broodlord-scyths + 4 genestealers. Biomancy
Fast Attack:
6x Raveners with Rending claws.
20x Gargoyles with Toxin, Adrenal.
Heavy Support:
None.
Basic plan is to have the Hive Tyrant and 2 Broodlords to roll for powers on the Biomancy table which will somewhat alter the deployment. The tervigon could possibly roll on the same table, but for now I think having a confirmed FNP and synapse boost is more important.
The deployment is adaptable based on what powers I get with the basic plan of having the Tervigon, devilgants, and one squad of hormagaunts on one flank with the Gargs and the other squad of hormagants and raveners with the Flyrant on the other flank. Hive Guard go where they will be needed most and the broodlord squads will be infiltrated roughly in the middle of each flank and possitioned based on what powers they roll. Either offensively (enfeeble, iron arm) or defensively (endurance). They will be my buff/debuff and initial objct scorers. If they don't roll enfeeble or endurance then they will be tasked with object sitting/deterrence and squad hunters.
I plan on gliding the Flyrant roughly in a rectangle shaped flight pattern parallel to the table diagonals hopefully flying past combats to give out old adversary and taking side/rear shots at transports/flyers with those lovely devourers. This also provides a roaming synapse bubble for any fast units that may have gained rage from moving to far away from the tervigon, which will stop them from running away hopefully. This should cause him to take some heat which will, with any luck, be mitigated by Iron arm, endurance or FNP. This is to detract from the speed of the hormagaunts, raveners and gargoyles will be be my primary striking force backed up by any possible psychic powers.
The Tervigon and devilgants may seem a little out of place but I wanted to give my opponent a backfield threat that wouldn't be all that easy to ignore if he wanted my objectives. Nobody really wants to deal with that many overwatch shots and then counter-attacking toxin gants with the prospect of more on the way. If they want to reduce their numbers via range then my hormy's/ raveners/ gargs will make it all the more safely to the front lines which makes me happy.
I was looking for a game plan that didn't rely on the new psychic powers so much as had a plausible and adaptable benefit if and when they are rolled. This is essentially the only reason I included the 2 broodlord squads, but if you have any replacement suggestions then by all means!
Just a note, This is not a tourney list, at least by intention.
HQ:
Flyrant:-Wings, 2xTwin-Linked Devourers with brainleech, Old Adversary.
Will be rolling on the Biomancy table.
Elite:
3x Hive Guard.
3x Hive Guard.
Troops:
Tervigon: Toxin, Adrenal, Catalyst + Domination.
25x Devilgaunts.
23x Hormagants with Toxin.
23x Hormagants with Toxin.
Broodlord-scyths + 4 genestealers. Biomancy
Broodlord-scyths + 4 genestealers. Biomancy
Fast Attack:
6x Raveners with Rending claws.
20x Gargoyles with Toxin, Adrenal.
Heavy Support:
None.
Basic plan is to have the Hive Tyrant and 2 Broodlords to roll for powers on the Biomancy table which will somewhat alter the deployment. The tervigon could possibly roll on the same table, but for now I think having a confirmed FNP and synapse boost is more important.
The deployment is adaptable based on what powers I get with the basic plan of having the Tervigon, devilgants, and one squad of hormagaunts on one flank with the Gargs and the other squad of hormagants and raveners with the Flyrant on the other flank. Hive Guard go where they will be needed most and the broodlord squads will be infiltrated roughly in the middle of each flank and possitioned based on what powers they roll. Either offensively (enfeeble, iron arm) or defensively (endurance). They will be my buff/debuff and initial objct scorers. If they don't roll enfeeble or endurance then they will be tasked with object sitting/deterrence and squad hunters.
I plan on gliding the Flyrant roughly in a rectangle shaped flight pattern parallel to the table diagonals hopefully flying past combats to give out old adversary and taking side/rear shots at transports/flyers with those lovely devourers. This also provides a roaming synapse bubble for any fast units that may have gained rage from moving to far away from the tervigon, which will stop them from running away hopefully. This should cause him to take some heat which will, with any luck, be mitigated by Iron arm, endurance or FNP. This is to detract from the speed of the hormagaunts, raveners and gargoyles will be be my primary striking force backed up by any possible psychic powers.
The Tervigon and devilgants may seem a little out of place but I wanted to give my opponent a backfield threat that wouldn't be all that easy to ignore if he wanted my objectives. Nobody really wants to deal with that many overwatch shots and then counter-attacking toxin gants with the prospect of more on the way. If they want to reduce their numbers via range then my hormy's/ raveners/ gargs will make it all the more safely to the front lines which makes me happy.
I was looking for a game plan that didn't rely on the new psychic powers so much as had a plausible and adaptable benefit if and when they are rolled. This is essentially the only reason I included the 2 broodlord squads, but if you have any replacement suggestions then by all means!
Just a note, This is not a tourney list, at least by intention.