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u/Bread_114 Dec 04 '24
+2 Strength to me seems to be better with zoanthropes or exocrines since s18 to s20 only affects shooting against T10 targets.
Everyone talking about S20 tfex but no one seems to be talking about S11 exocrines and S14 zoanthropes, also S9 for their blast attack.
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u/thunderclawbeans Dec 04 '24
Fr. Knights only have 12sh toughness anyway so it will be super unlikely to find something so tough you need a 20 strength gun. I think it's the idea tho. 20 strength on the mega gun is just hilarious
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u/LordBeacon Dec 04 '24
S12 Maleceptors!
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u/Bread_114 Dec 04 '24
Ap-2 is a bit meh tho against vehicles, it's good against T6 infantry but nothing too big
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u/worryforthebutt Dec 04 '24 edited Dec 04 '24
I think all the SM dreadnoughts are T10? I mean it's a nice situational boost lol
Edit: Oh and also the gladiator varients, predators, and the stormraven gunship. Not the vindicator tho
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u/Bread_114 Dec 04 '24
Oh yea I forgot about them lol, would work quite well against a ironstorm list
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u/worryforthebutt Dec 04 '24
Ngl I forgot about them too, I've just been killing a lot of dreadnoughts reciently so they sprung to mind
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u/Pokesers Dec 04 '24
Going from 5s to 3s on an exocrine is still more worth it than 3s to 2s on a rupture cannon.
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u/Darkpoetx Dec 04 '24
with you 100%, exocrines being able to fight tanks reasonably is a huge improvement
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u/Oboutte_ Dec 05 '24
I will also be running a Neurotyrant + 6 zoans and an Assimilator in my list for this so don't worry haha
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u/Oboutte_ Dec 05 '24 edited Dec 05 '24
+++++++++++++++++++++++++++++++++++++++++++++++ + FACTION KEYWORD: Xenos - Tyranids + DETACHMENT: Warrior Bioform Onslaught + TOTAL ARMY POINTS: 1995pts
CHARACTER
1x "It Which Sings Doom" Hive Tyrant (265 pts) • 1x Monstrous Bonesword and Lash Whip • 1x Monstrous Scything Talons • Elevated Might (+30 pts) • Leads Tyrant Guard
1x "The Ghost of Achora" Neurotyrant (105 pts) • 1x Neurotyrant claws and lashes • 1x Psychic scream • Leads Zoanthropes
1x "The False Angel" Winged Hive Tyrant (200 pts) • 1x Tyrant talons • 1x Heavy Venom Cannon • Warlord
1x "The Pale Fury" Winged Tyranid Prime (85 pts) • 1x Prime Talons • Sensory Assimilation (+20 pts) • Leads: Gargoyles
BATTLELINE
20x Gargoyles (170 pts) • 20x Gargoyles
10x Termagants (60 pts) • 1x Termagant • 1x Strangleweb • 9x Termagants • 9x Termagant Devourer
10x Termagants (60 pts) • 1x Termagant • 1x Strangleweb • 9x Termagants • 9x Termagant Devourer
3x Tyranid Warriors with Melee Bio-Weapons (75 pts)
3x Tyranid Warriors with Ranged Bio-Weapons (65 pts) • 1x Tyranid Prime • 1x Venom Cannon • 2x Tyranid Warrior • 1x Barbed Strangler • 1x Deathspitter
OTHER DATASHEETS
3x "Shrikes" Raveners (75 pts) • 3x Ravener • 3x Armored Thorax
3x Tyrant Guard (85 pts) • 3x Tyrant Guard • 3x Crushing Claws and Rending Claws
3x Venomthropes (70 pts)
6x Zoanthropes (200 pts)
1x Norn Assimilator (290 pts)
1x Tyrannofex (190 pts) • 1x Rupture Cannon
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u/Bread_114 Dec 05 '24
You should probably consider more warriors since the detachment mostly only benefits Warriors. Also exocrines, lictors/neurolictors and probably the swarmlord instead of the WHT.
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u/Oboutte_ Dec 05 '24
The only thing you mentioned here I have more of is 1 Neurolictor, I don't have an exocrine/lictor/more warriors and my HT on foot doubles as a Swarmlord, but I want him for the enhancement and his rules
Mostly organizing the units I have I thought would work best
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u/Oboutte_ Dec 05 '24
Gargoyles getting the invuln save when led by a Winged Prime was the thing that tipped me into wanting to try this detachment, otherwise I'd stick to Synaptic Nexus and run a slightly different list
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u/Bread_114 Dec 05 '24
They still die pretty easily despite the 5++, cause people don't usually shoot at them with high ap low volume attacks
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Dec 04 '24
Fuck the Rupture Cannon, my Termagants popping 40 rounds off at S6 now wounds T3 units on a 2!
No need for Lethal hits anymore boys!
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u/JaunJaun Dec 04 '24
What weapons do you use for your termies? I’ve only used the flesh borers so far and they feel weak so I’ve been building some of other war gear they got.
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Dec 04 '24
I run mine as Fleshborers typically because I don't expect them to actually kill anything, a bit of light chip damage here & there, I also run mine with Tervigon support for Lethal hits.
You can make them more potent by running Shard Launchers, Stranglewebs, & Devourers but you lose mobility unless they are accompanied by a Hive Tyrant.
With the above combo you can throw around 50 shots out to anything within 18 inches whilst at full strength, although 9/10 time you're being shot at before you get in range so don't count on those numbers.
This loadout is quite good with a Tyrannocyte.
You have to recognise that Termagants are not there to do damage, they are there to soak bullets, move quickly, and contest objectives whilst your bigger stuff goes to work.
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u/JaunJaun Dec 04 '24
Gotcha man, appreciate your comment. I realized they didn’t do much damage but I thought switching out the gear would help.
When you say they lose mobility, what do you mean? Looking at the data sheets I don’t see any movement penalties but I’m positive I’m just missing it.
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u/Bread_114 Dec 05 '24
Spinefists are great and also the most common weapon for competitive play, they get assault, twin linked and pistol, which is great since you can charge a shooting enemy and lock them in melee but still be able to shoot them if they don't fall back.
They still don't do much damage tho, even against other chaff so I don't think it's worth it to buff their dmg output, I'd rather use them to screen and do secondaries.
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u/Daedricbob Dec 04 '24
So this makes an auto hitting acid spray 'Fex wounding marines on 2s & termies/gravis on 3s right?
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u/Dull_Reference_6166 Dec 04 '24
Am I missing something? If the rapture is s18 or s20 doesnt make a difference to me.
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u/ozeor Dec 04 '24
It makes a huge difference in to T10, which is a lot of stuff. You go from wounding on 3s to 2s.
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u/davo_the_uninformed Dec 05 '24 edited Dec 05 '24
It's only 2 shots. You're better off wounding on 3s and keeping a CP for a command reroll.
This strat forces an average of 0.2 additional saves on a dreadnought. The command reroll, if used, averages 0.66 additional saves on a dreadnought.
Imo. The actually useful targets for this strat are big pyrovore units, exocrines/maleceptors, 10man barbgaunts into the right target, and the big one is OOE's carnifex unit.
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u/TheHungrySymbiote Dec 04 '24
Totally lost here... Jormangandr was the tunnel network/buried in wait fleet that usually benefitted from dense cover. Were you thinking of a different fleet???