|
Accentuate the Positive, Eliminate the Negative. In the first part of this article, I talked about the hazards of finding the most efficient unit without giving consideration to how it fits into your army. There are several ways to do this, but the most flexible one is the "Top-down" approach. You start by deciding how you want your army to fight on the battlefield. Then you determine the way you want to accomplish that style of fighting and start listing the different tasks your army will need to cover to do that effectively. Finally you determine the best units for each job. This is the part where unit efficiency comes in, as you analyze each unit for a particular task, then take as many of the most efficient units as you can. With that perspective, let's see how it works! First off, I need to decide how I want this army to fight on the battlefield. Although Tyranids can now shoot effectively, I'll go with Assault. The way I want to accomplish my Assault is by using something to tie up or distract the enemy so that my assault units can make it into the fray more or less intact. To achieve this goal, I will need something to tie up or distract the enemy, something to actually kill the enemy soldiers, and I'll need something to take down vehicles. (please note that a single unit MAY perform more than one function in a list. For an example, consider Termagants. For only 6 points, they are cheap and with their Fleet movement they can tie up the enemy by about turn 3. However, they also have a S4 gun that can be used to take down light skimmers and even hurt the back armor of most vehicles. While I wouldn't consider them a truly Antivehicle unit, I might decide that I didn't need any more light firepower for use against vehicles. Their inclusion might save me some points by allowing me to leave out something else. Now, Let's look at each necessary task and the candidates for them. (Side note: the really nicely painted models below are by Moloch. The less nicely painted ones are mine. You can check out more of Hive Fleet Moloch at hivefleetmoloch.com) Tie Up and/or Distraction: Gaunts are moderately fast with their Fleet rule, giving a turn 3 charge. They are generally not a great distraction, because they aren't very impressive in close combat. Much like the Hormagaunts though, they are a bit of a threat because they will get into the enemy lines and tie up units. Gaunts are sort of the mirror image of Hormagaunts when it comes to these possible jobs. Their low cost allows large numbers which makes them great at the Tie-Up part, but only moderate at the Distraction part. The Winners There are several good possibilities here, but the ones that really stand out are the Hormagaunts for Distraction and the Gaunts for Tie-up duty. The Hormagaunts can be more effective in combat if you give them Toxin Sacs and WS5 and Initiative 5, but that makes them much more expensive and thus less useful for their main role. Similarly, the Gaunts can also get different weapons and various biomorphs to make them more effective, but I don't want them for their shooting or their combat prowess, I just want bodies. The only biomorph that I would consider giving them is Scuttlers which effectively gives them the speed of Hormagaunts. (Turn 2 charge either way, the Horms get their 6" in the charge, the Scuttling Gaunts get their 6" before the game starts.) Since the long charge range of Hormagaunts allows them to avoid Rapid-Fire range however, I will stick with Hormagaunts and regular Gaunts. Assault Damage: Genestealers are nastynasty! With their Fleet movement they can charge on turn 3, and Scuttlers can get them in on turn 2, though it's expensive. In addition, with Rending Claws, these guys make short work of any Heavy Infantry, and with 3 attacks each on the charge, they aren't too bad against Light Infantry either. The best biomorph for them them is Extended Carapace. If you are sure that they won't take any shooting, leaving Carapace off is worthwhile, but if there's any chance somebody will shoot them, you'd better give it to them. Since we'll have Hormagaunts and Gaunts performing Distraction and Tie-Up duties, they probably won't take a lot of shooting, but they'll definitely still be taking some. Genestealers are pretty much tops when it comes to assault damage. Raveners do almost as much damage point-for-point as Genestealers, but they are faster! Being as fast as Hormagaunts means that they can make better use of cover and still cross the board VERY quickly! Their light armor necessitates this. Large groups would both be overkill (if you kill off the enemy too quickly, the rest of the army can shoot at you!) and tempting targets. Most opponents know how dangerous Raveners are, so if they see a large brood, it will become the priority target. Those that don't know how dangerous they are will immediately learn their lesson and you won't be able to surprise them a second time! Similarly to the Genestealers, high numbers of Rending Attacks means that Raveners are good against both Light and Heavy Infantry. The Winners Raveners have a slight edge on Genestealers due to their speed. Genestealers in turn have an edge on Flyrants due to their cost-effectiveness. The Flyrant has a big advantage over Leaping Warriors in terms of both cost effectiveness and survivability. The walking Monstrous Creatures, while potentially useful, aren't in the same league. Vehicle Cracking: Shooty Warriors have the option of taking a Venom Cannon, which is good against light to medium vehicle targets. Deathspitters and Devourers can also be highly effective against Open-topped or Light vehicles, respectively. Their limitations (no heavy vehicle targets) and expensive nature preclude them from being an ideal choice, however. One interesting variation proposed by RedArmySOK was to include a single Venom Cannon in a brood of leaping assault Warriors. If you were already taking the Warriors, adding a little bit of antivehicle for them to use before they hit the target could be highly useful. Flying Tyrants are very good at killing vehicles. With their Monstrous Creature status giving them 2d6 on their penetration rolls they can pierce even the heaviest armor (averaging a 13!) and with 6 attacks on the charge and good speed, they even have a decent chance of bringing down skimmers. Using them in this way tends to leave them more vulnerable though, since they cannot hide in close combat afterward and are likely to be shot by whatever is left of the enemy army. Flying Tyrants are more useful in this role during the end-game, where there is less of an enemy army around to shoot at them. Zoanthropes have a very powerful attack that can bring down even the toughest tanks. They also have a fairly short range and only hit half of the time. Still, they are very effective once they get in range, and they are fairly cheap so they aren't a bad choice. Walking Tyrants can take S8 Venom Cannons, which will damage the toughest vehicles in the game, and with 3 shots and BS4, they've got a pretty good chance of doing something. As a secondary weapon, the Twinlinked Devourer is hard to beat. Even with only S5, it's massive number of shots makes it highly effective at taking down lighter vehicles. The walking Tyrant is nearly the most effective antivehicle weapon the Tyranids have. Gunfexes are the most effective antivehicle weapon the Tyranids have. With a S10 Venom Cannon, they can damage anything. Even if it only glances, that's still a good chance to keep the vehicle from shooting next turn, which gives you another chance to kill it. Devourers at S6 are great at chewing through light to medium vehicles and Barbed Stranglers give some extra utility against medium to heavy vehicles. Given the number of Space Marine Land Speeders that I'm seeing now, I think I'd go for the VC/TLDevourer combination, but VC/Barbed Strangler comes close. The Winners Gunfexes and Walking Tyrants take the lead due to the range of their weapons. Zoanthropes are very effective, but they can't really count on damaging the enemy until turn 3, and we need that damage on the first two turns. Okay, so what would the list look like? Wrap Up If you enjoyed this, email me and let me know |