PDA

View Full Version : 1850pts Fleet Davken Evolves!!



Dave Caruana
01-19-2014, 08:42 AM
This is my 3rd new list since the book came out and it seems eally promising, played against an IG+CSMlist an it was verh close only some really lucky jink saves saved the day for him. He had 2 vendetas wth guardsmen inside, 3 helldrakes, 3 obliterators, command squad, deamon prince winged,a bastion and more guardsmen.

HQ:
Flyrant-230pts
X2Tl devourers, wings.

Flyrant:230pfs
Same as above.

Elites:
X2 Zoanthropes-100pts

X2 Venomthropes-90pts
X2 Venomthropes-90pts

Troops:

X15 Hormagaunts-120pts
T.sacs.

X15 Hormagaunts-120pts
T.sacs

X20 Termagants-80pts
Spinefists

X11 Termagants-44pts
Spinefists

X11 Termagants-44pts
Spinefists

Fast Attack:
Crone-155pts

Crone-155pts

Heavy Support:

Exocrine-170pts

Exocrine-170pts

Fotifications- Aegis Defence Line-50pts

Place 1 objective inside defence line, leave a unit of 11 gants, 2 exocrines and 1 set of venomthropes inside defence line, get a 2+cover save, keep the other objective close to defence line and put all your gants arou d it spread out as much as possible with the hormies in the front, deploy all the FMCs on the table inside aegis defence line, giving them a 4+cover save (behind exocrines and spore cloud), so if any helkdrakes come out he wont vector strike the life out of u and ialways start 2nd so i can move for objetives in the last turn. The hormagaunts are bonkers man, absolute killers if ignored. As soon as u mention venomthropes and flyrants theyre your main targets so its very important u protect them, but not so much the venoms since if he targets them, everything else is still alive ;) unless he has ignores cover galore like tau or helldrakes, but hey, what can u do ya know :/ for 90pts theyre stil worth it as not EVERYTHING ignores cover. What do you think of the list! I think its a good mix of swarm as u still have lots of gants and 6 mcs and 6 medium nids, rly like the aegis makes certain armies have to come to u, and if they do, say hello to my exos, absolutely devastating against any MEQS and even TEQS if u dont move, hit on 3s, wound on 2s and ap2, and t6 with w5? for 170pts? YES PLEASE!! Crones arent that delicate if u protect them and give ur opponent more important targets, mine atleast 1 always survived (out of 4 games :D) and they always got their 155pts worth, killing helldrakes when they get too close, popping land raiders with 2 missiles each, and even whole white scar bikers thanks to their ap3 vector strike, can insta kill wraiths, so ye, if played well theyre very good, hormagaunts always move 11-12" rly fast and are the new bane to wraithknights, deamon princes riptides and ive seen that first hand once u give them t.sacs!!! Wound anything on 4+, 3 attackseach, move 6+d6+3" and a re roll to charge the turn after, have move through cover and if within synapse are fearless, for 8pts each, wudve been sliightly better if thy were beasts, but its still bloody good and not forgetting theyre troops and can take objectives!!!
Any improvements or flaws u see that I dont? Anything I overrated?, any personal changes ud do? If ud tell me, itd be much appreciated, thanks :)

Halollet
01-19-2014, 12:03 PM
I find your lack of synapse disturbing.

3 units to watch over 11 is stretching it really thin. Especially since your hormies and termies will either eat themselves or run away.

Unfortunately... I'm not sure how to fit any more in....

Other then that looks good!

Dave Caruana
01-22-2014, 12:25 PM
Ye me too, it is a problem, I just wanted to have 2 units of 2 and not 1 venomthrope to make them seem like a real nuisance to the opponent, im planning on moving the hormagaunts forward with the FMCs, while the zoanthropes take care of the back end and always take dominion. Hopefully ill be able to keep my flyrangs alive because if I play well enough ill put so much target priority that he wudnt try and fire at the zoans as theyd be the least of his problems. What im worried about are the hormagaunts if the flyrants die, theyve got so much potential with their soeed and poisoned can take down just about anybody but if they start killing themselves...ugh :/

Was actually thinking about adding swarmlord with 2 t.guards, for all his buffing abilities but thats 1 flyrant less....what do you think?

Anggul
01-22-2014, 05:15 PM
Take Fleshborers rather than Spinefists. Spinefists are a bit better against T6, but Fleshborers are able to glance AV10, which is a pretty big difference.

SON OF ROMULOUS
01-22-2014, 09:43 PM
drop the upgrades on the guants run them naked they don't need posion use those points to get more shooty guants. remember horde ve quality is the byword for this edition of tyranids. I'm going to say that now and keep saying it i believe nids will work best cheap and in bulk.

Dave Caruana
01-23-2014, 06:45 PM
Yes but with spinefists u get to re roll failed to hit rolls of 6s vs FMCs and we have alot of winged deamon prince lovers in our meta ;) hence why I use spinefists.

SORomulous I had a battle vs a tau list today with 3 riptides. Thanks to that extra 3pts/model on the hormagaunts I managed to kill a riptide with a unit of 15 hormies at 120pts total, I had 45 attacks wounding on 4s....i agree to keep everything as fheap as possible, EXCEPT hormagaunts, for 8pts u have anunit that moves an average of 12 per turn, probably more, has fleet, move through cover, fearless if within synapse and poisoned!!! If u dnt have t.sacs u wound MEQS and TEQS on 5s and MCs on 6s, like this unwoundbthem on 4s, come on this shud be a must take...everything else tho I agree with u naked, naked as megan fox in my dreams :P keep them within venomthrope range, have forward synapse, have loads of target priority and keep them alive, if he shoots at them, thats keeping everythingnelse in ur army alive, while u have 3 units of naked termagantsbtaking objectives ;)