by leopard » Mon Apr 23, 2018 9:00 pm
Second Draft...
2k on the nose, 10CP
1st Detachment (Hive Fleet Kraken Spearhead)
- Old One Eye
- 3x Carnifex (Monstrous Talons, 2x Deathspitter with maggots, bone mace, tusks, spore cysts)
These guys get +1 Attack for the tusks on the charge, +1 S8 AP:-1 D3 damage attack from the mace, are -1 to hit when shot at, they get +1 to hit on the charge (so WS:3+), can do a mortal wound on the charge (each) and the ranged attack is 2x Assault 3, S7 AP-1 D1 with 24" range. Not bad for 115 points each.
2nd Detachment (Hive Fleet Kraken Battalion)
- 2x Broodlords
- 2x 20 Genestealer, 5 with Acid Maw
- 1x 8 Genestealer, 2 with Acid Maw
3rd Detachment (Hive Fleet Jormungandr Battalion)
- Hive Tyrant with quad devourer with worms
- Winged Hive Tyrant with quad devourer with worms
- 2x 3 ripper swarms
- 3x 10 termagants (pistol version only)
Brings 90 bodies to the table, of which four are Carnifex, two are Tyrants and two are brood lords.
The rippers and termagants are cheap objective sitters/grabbers and otherwise expected to keep out of the way, Jormungandr means if they don't advance or charge they always have the benefit of cover - not worth a vast amount but can't hurt and better than the alternatives given their job.
Genestealers do the heavy lifting of the assault work, likely a brood lord as warlord for the Kraken ability - in any fight phase it can pick a unit within 6" (e.g. itself), that unit fights first, or after the first enemy unit that charged fights - this is nominated at any point in the phase - so e.g. after the first enemy unit has swung, so they can't simply swing at the one nominated. Also allows a Kraken only artefact making the warlord -1 to hit at range which can't hurt
the tyrants are here for anti-horde duties and to look scary, they are not actually that important but may be able to help the smaller gribbles capture and hold objectives on the flanks if not too well defended
They don't get to stop bombing over flies, the list lacks the bodies to do it unless castled in half the deployment area when it should work nicely, but the Carnifex should make a mess of whatever they can catch, all the Kraken stuff is "advance 3d6 pick the highest", they also have a stratagem "Opportunistic Advance" which if declared before rolling the dice doubles the result..
think Genestealers moving the base 8, potentially another 10-12, and then being able to charge, and potentially able to fight twice when they get there with another stratagem.
Or they could fluff the charge roll, and the CP re-roll then get murdered....