Army List - Click to Expand
++ Battalion Detachment 0CP (Aeldari - Drukhari) [100 PL, 1,737pts, -3CP] ++
+ Configuration +
Detachment Command Cost
Obsession: Cult of Strife: The Spectacle of Murder, Kabal of the Black Heart: Thirst for Power, Realspace Raid
. *Custom Coven*: Artists of the Flesh (All-Consuming)
+ Stratagems [-3CP] +
Stratagem: Alliance of Agony [-1CP]
Stratagem: Prizes from the Dark City [-1CP]: Additional Relics [-1CP]
Stratagem: Prizes from the Dark City [-1CP]: Additional Relics [-1CP]
+ No Force Org Slot [10 PL, 152pts] +
Court of the Archon [10 PL, 152pts]: As Detachment (Kabal)
. Lhamean [16pts]: Shaimeshi blade
. Sslyth [18pts]: Shardcarbine, Splinter Pistol, Sslyth battle-blade
. Sslyth [18pts]: Shardcarbine, Splinter Pistol, Sslyth battle-blade
. Sslyth [18pts]: Shardcarbine, Splinter Pistol, Sslyth battle-blade
. Sslyth [18pts]: Shardcarbine, Splinter Pistol, Sslyth battle-blade
. Ur-Ghul [16pts]: As Detachment (Kabal), Ur-Ghul Talons
. Ur-Ghul [16pts]: As Detachment (Kabal), Ur-Ghul Talons
. Ur-Ghul [16pts]: As Detachment (Kabal), Ur-Ghul Talons
. Ur-Ghul [16pts]: As Detachment (Kabal), Ur-Ghul Talons
+ HQ [15 PL, 280pts] +
Archon [5 PL, 95pts]: Ancient Evil, As Detachment (Kabal), Blast Pistol [5pts], Huskblade [5pts], Overlord, The Djin Blade, Warlord
. Splintered Genius (Black Heart) [1 PL, 15pts]: Splintered Genius [1 PL, 15pts]
Haemonculus [5 PL, 90pts]: As Detachment (Coven), Haemonculus Tools, Ichor Injector, Master Regenerist, Scissorhand, Stinger Pistol, Stratagem: Alliance of Agony WLT, The Animus Vitae
. Alchemical Maestro (Custom) [1 PL, 20pts]: Alchemical Maestro [1 PL, 20pts]
Succubus [5 PL, 95pts]: 1 - Adrenalight (Combat Drug), As Detachment (Wych Cult), Competitive Edge, Stratagem: Alliance of Agony WLT, The Triptych Whip
. Agoniser & Archite Glaive: Agoniser, Archite Glaive
. Show Stealer (Strife) [1 PL, 15pts]: Show Stealer [1 PL, 15pts]
+ Troops [10 PL, 155pts] +
Hekatrix Bloodbrides [4 PL, 75pts]: 2 - Grave Lotus (Combat Drug), As Detachment (Wych Cult)
. Hekatrix [15pts]: Hekatarii Blade, Plasma Grenades, Splinter Pistol
. 4x Hekatrix Bloodbride [60pts]: 4x Hekatarii Blade, 4x Plasma Grenades, 4x Splinter Pistol
Kabalite Warriors [3 PL, 40pts]: As Detachment (Kabal)
. 4x Kabalite Warrior [32pts]: 4x Splinter Rifle
. Sybarite [8pts]: Splinter Rifle
Wracks [3 PL, 40pts]: As Detachment (Coven)
. Acothyst [8pts]: Wrack Blade
. 4x Wracks [32pts]: 4x Wrack Blade
+ Elites [38 PL, 705pts] +
Grotesques [10 PL, 175pts]: As Detachment (Coven)
. Grotesque w/ Monstrous Cleaver [35pts]: Flesh Gauntlet, Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver [35pts]: Flesh Gauntlet, Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver [35pts]: Flesh Gauntlet, Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver [35pts]: Flesh Gauntlet, Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver [35pts]: Flesh Gauntlet, Monstrous Cleaver
Grotesques [10 PL, 175pts]: As Detachment (Coven)
. Grotesque w/ Monstrous Cleaver [35pts]: Flesh Gauntlet, Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver [35pts]: Flesh Gauntlet, Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver [35pts]: Flesh Gauntlet, Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver [35pts]: Flesh Gauntlet, Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver [35pts]: Flesh Gauntlet, Monstrous Cleaver
Grotesques [10 PL, 175pts]: As Detachment (Coven)
. Grotesque w/ Monstrous Cleaver [35pts]: Flesh Gauntlet, Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver [35pts]: Flesh Gauntlet, Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver [35pts]: Flesh Gauntlet, Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver [35pts]: Flesh Gauntlet, Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver [35pts]: Flesh Gauntlet, Monstrous Cleaver
Incubi [4 PL, 90pts]
. 4x Incubi [72pts]: 4x Klaive
. Klaivex [18pts]: Klaive
Incubi [4 PL, 90pts]
. 4x Incubi [72pts]: 4x Klaive
. Klaivex [18pts]: Klaive
+ Heavy Support [16 PL, 260pts] +
Ravager [8 PL, 130pts]: As Detachment (Kabal), Bladevanes, 3x Dark Lance
Ravager [8 PL, 130pts]: As Detachment (Kabal), Bladevanes, 3x Dark Lance
+ Dedicated Transport [11 PL, 185pts] +
Raider [6 PL, 110pts]: As Detachment, Bladevanes, Dark Lance [10pts], Grisly Trophies [5pts]
Venom [5 PL, 75pts]: As Detachment, Bladevanes, Splinter Cannon [10pts], Twin splinter rifle
++ Patrol Detachment -2CP (Aeldari - Drukhari) [15 PL, 260pts] ++
+ Configuration +
Obsession
. *Custom Coven*: Artists of the Flesh (All-Consuming)
+ HQ [8 PL, 145pts] +
Drazhar [8 PL, 145pts]: The Executioner's Demiklaives
+ Troops [3 PL, 40pts] +
Wracks [3 PL, 40pts]: As Detachment (Coven)
. Acothyst [8pts]: Wrack Blade
. 4x Wracks [32pts]: 4x Wrack Blade
+ Elites [4 PL, 75pts] +
Mandrakes [4 PL, 75pts]
. 4x Mandrake [60pts]: 4x Baleblast, 4x Glimmersteel Blade
. Nightfiend [15pts]: Baleblast, Glimmersteel Blade
++ Total: [115 PL, -3CP, 1,997pts] ++
Army List - Click to Expand
++ Battalion Detachment 0CP (Tyranids) [110 PL, 8CP, 2,000pts] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Hive Fleet: Kraken
+ Stratagems +
Hive Predator [-2CP]: 2x Extra Warlord Trait
Rarefied Enhancements [-2CP]: 2x Extra Bio-artefact
+ HQ +
Neurothrope [5 PL, 100pts]: Power: Catalyst, Power: Onslaught, Power: Smite, Power: Synaptic Lure, Warlord, Warlord Trait: Synaptic Tendrils
. Relic: Resonance Barb: Power: Paroxysm
Tyranid Prime [5 PL, 85pts]: Two Scything Talons, Venom Cannon, Warlord Trait: Direct Guidance
Winged Hive Tyrant [11 PL, 205pts]: Adrenal Glands, Lash Whip and Monstrous Bonesword, Power: Paroxysm, Power: Smite, Power: Synaptic Lure, Power: The Horror, Relic: The Reaper of Obilterax
+ Troops +
Tyranid Warriors [12 PL, 245pts]: Adrenal Glands, Flesh Hooks
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
Tyranid Warriors [8 PL, 140pts]: Adrenal Glands
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
Tyranid Warriors [8 PL, 140pts]: Adrenal Glands
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
+ Elites +
Deathleaper [5 PL, 95pts]
Maleceptor [9 PL, 170pts]: Power: Neuroparasite, Power: Paroxysm, Power: Synaptic Lure
Pyrovores [6 PL, 90pts]
. 3x Pyrovore: 3x Acid Maw, 3x Bludgeoning Fists, 3x Flamespurt
Pyrovores [6 PL, 90pts]
. 3x Pyrovore: 3x Acid Maw, 3x Bludgeoning Fists, 3x Flamespurt
Venomthropes [5 PL, 105pts]
. 3x Venomthrope: 3x Toxic Lashes
Zoanthropes [7 PL, 150pts]: Power: Psychic Scream, Power: Synaptic Lure, 3x Zoanthrope
+ Fast Attack +
Parasite of Mortrex [4 PL, 80pts]: Relic: Gestation Sac, Warlord Trait: Alien Cunning
+ Flyer +
Harpy [11 PL, 195pts]: 2x Heavy Venom Cannon, Adaptive Physiology: Dermic Symbiosis
+ Dedicated Transport +
Tyrannocyte [8 PL, 110pts]: 5x Deathspitter, Adaptive Physiology: Synaptic Enhancement
++ Total: [110 PL, 8CP, 2,000pts] ++
Thoughts
The Domination scoring missions have a habit of really shining a focus on a matchup where one side struggles to maintain engagement with the other, and this game looks like one of them. Michael's Drukhari list does have some upsides here - a couple of Ravagers means that the Harpy isn't operating with complete impunity (though they'll struggle with the Maleceptor through its Action), Artists of the Flesh matters a lot on the Grotesques against boneswords and the higher power Pyrovore mode, and the Court provides a good, sturdy way of protecting one objective. Unfortunately, the Tyranid Warriors are, in turn, surprisingly difficult for the Drukhari to deal with, especially now that Reinforced Hive Node can be used in melee, and that becomes a fairly terminal problem thanks to Adaptive Biomorphologies.
From the Tyranid side here, they swap to Ambush Predators from the Hunt list so that they have army-wide Heroic, and it's then incredibly hard for the Drukhari to meaningfully contest the primary all game - they're facing a wall of ObSec units that take serious killing, and that can Heroic into combat if the elves try and dance around them. If they do push into battle they have a good chance of bouncing, and will lose whatever they pushed in with - Grotesques might be resilient to some of the stuff here, but they'll die fast to a mix of mortals and deathspitters, and the Incubi or other infantry die hideously to Pyrovores. The Drukhari need something that can crack the big Warrior squad here and just don't have it - perhaps a big unit of Bloodbrides with the second detachment swapped to be Strife to unlock the wuond re-rolls Stratagem? As is, it genuinely doesn't feel like there's much they can do, and the scoreline suggests that they did, in fact, find it impossible to contest the Primary objective.
Result
Tyranid Victory - 98- 36
Matt Evans - Tyranids - 1st Place
Tyranid Warriors. Credit: Rockfish
The List
See Showdown.
Archetype
Kraken Pressure
Why it's Interesting in 9th
Another strong performance for Kraken pressure, this time eschewing a consistent To The Last plan in favour of an extre hefty Warrior brick to really dominate the table, and the headache-inducing potential of Pyrovores in a Tyrannocyte. Six Pyros is a lot of flamer shots that can come down anywhere on the table, and forces significant caution from a fairly broad range of lists - obviously good for the Hive Mind. Given how obviously potent the Leviathan list is, it's great to see people repping another strategy and perfoming so strongly, so big props to Matt on the win.
The Rest of the Best
Three players finished up on 5-1 records. They were:
- 2nd - Ben Neal - Grey Knights: Another outing for Ben's list from last week, with three Dreadknights, a small squad of Paladins and the Words of Power falchion bomb. That last toy is exactly the kind of thing you want against Matt's Tyranids, and Ben came the closest of anyone to taking him out, losing by only a single point 80-79 in round 4 (his only loss).
- 3rd - Marshall Peterson - Orks: Something totally new here - a go-wide Blood Axe build, sporting three full units of Kommandos to lurk in terrain and punish opponents with Surprize! and Counta-Taktics, then plenty of pressure from Beast Snaggas in Battlewagons and Trukk Boyz.
- 4th - Tom Cohen - Craftworlds: Hail of Doom with loads of Dire Avengers and a big shuriken cannon Windrider units as hammers, Fire Prisms to deal with any invulnerable-save sporting nonsense and the Avatar as a big anvil.
Clash Of Alba 2022
All the lists for this event can be found in Best Coast Pairings.
The Showdown
Matchup & Mission - Secure Missing Artefacts
Simon Fitzpatrick - Craftworlds - Hail of Doom/Mobile Fighters, throwing loads of Dire Avengers out of Wave Serpents and backing them with shuriken catapult Windriders (here tuned to seven models to be the To The Last choices alongside Baharroth) and psychic might.
Army List - Click to Expand
Factions used: Aeldari
Army Points: 1998
Reinforcement Points:2
Number of Units/Killpoints: 17
Pre-Game Stratagems: Champion of the Aeldari (-1CP) Treasures of the Aeldari (-1CP)
Starting Command Points:8
Warlord and Trait: Farseer – Seer of the Shifting Vector
Army Trait: Far Flung Craftworld – Hail of Doom, Mobile Fighters
Secondary Objectives Information:
No Prisoners: 84
To the Last Units: Wave Serpent x 3, Windriders x 2, Baharroth
Titan Hunter: 0
Bring it Down: 7
Assassination: 13
Abhor the Witch: 8
++++++++++++++++++++++++++++++++++++
==Primary Detachment – Aeldari <Far Flung Craftworld, Hail of Doom, Mobile Fighters> Patrol Detachment 0CP [36 PL, 678pts]
NFO: Seer Council – Warlock Skyrunner (3 x 35), Psychic – Quicken/Restrain, Protect/Jinx [105pts, 5PL]
HQ: Farseer Skyrunner (120) RELIC – Sunstorm, Psychic – Doom, Will of Asuryan, [120pts, 6PL]
HQ: Farseer Skyrunner (120) Warlord <Seer of the Shifting Vector>, Psychic – Guide, Focus Will, [120pts, 6PL]
TR: 10 x Guardian Defenders (10 x 9) [90pts, 4PL]
EL: 1 x Dire Avenger Exarch with Twin Avenger Catapult (12), 9 x Dire Avengers (9 x 12) [120pts, 6PL]
FA: Swooping Hawk Exarch (18) Supressing Fire (15), 5 x Swooping Hawks (5 x 18) [123pts, 6PL]
==Secondary Detachment – Aeldari <Far Flung Craftworld, Hail of Doom, Mobile Fighters> Patrol Detachment -2CP [83 PL, 1320pts]
HQ: Baharroth (140) ]140pts, 7 PL]
HQ: Autarch (80) Jump Generator (20) Treasures of the Aeldari – 1CP RELIC – Kurnous’ Bow, Champion of the Aeldari -1CP WARLORD TRAIT – Mark of the Incomparable Hunter
TR: 5 x Rangers (5 x 13) [65pts, 4 PL]
EL: 1 x Dire Avenger Exarch with Twin Avenger Catapult (12), 9 x Dire Avengers (9 x 12) [120pts, 6PL]
EL: 1 x Dire Avenger Exarch with Twin Avenger Catapult (12) Stand Firm (10), 9 x Dire Avengers (9 x 12) [130pts, 6PL]
FA: 7 x Windriders with Twin Shuriken Catapult (7 x 20) [140pts, 12PL]
FA: 7 x Windriders with Twin Shuriken Catapult (7 x 20) [140pts, 12PL]
HS: 1 x War Walker (45) 2 x Shuriken Cannon (2 x10) [65pts, 5PL]
DT: Wave Serpent with Twin Shuriken Cannon (140) [140pts, 8PL]
DT: Wave Serpent with Twin Shuriken Cannon (140) [140pts, 8PL]
DT: Wave Serpent with Twin Shuriken Cannon (140) [140pts, 8PL]
vs.
Innes Wilson - Tyranids - Living his best Tyranid life with all the hits, two Harpies, two Flyrants (protected by a chunky unit of Tyrant Guard), two Carnifexes, and a Maleceptor for the full nonsense to cap it off.
Army List - Click to Expand
Army Points: 2000
Reinforcement Points: 0
Number of Units / Killpoints: 14
Pre Game Stratagems: Hive Predator x2, Rarefied Enhancements
Starting Command Points: 7
Warlord & Trait: Neurothrope - Synaptic Tendrils
Army Trait: Synaptic Imperative
Secondary Objectives Information
No Prisoners: 60
To the Last Units: Tyrant Guard, Winged Hive Tyrant, [Hive Tyrant, Harpy]
Titan Hunter: N/A
Bring it Down: 12
Assassination: 13
Abhor the Witch: 13
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
== Tyranids - Leviathan – Patrol = -2CP, [95PL, 1725pts] ==
Hive Fleet Adaptation: Synaptic Control
HQ: Neurothrope [5PL, 100pts] Psyker - Catalyst, Onslaught, Warlord - Synaptic Tendrils
HQ: Winged Hive Tyrant [11PL, 205pts] Monstrous Bonesword and Lash Whip, Adrenal Glands, Pysker - Onslaught, Paroxysm, Hive Predator - Alien Biology, Relic - The Reaper of Obliterax (-1CP)
TR: 3 Tyranid Warrior [4PL, 80pts] 3 Dual Bonesword, 3 Deathspitter, Flesh Hooks
TR: 3 Tyranid Warrior [4PL, 75pts] 3 Dual Bonesword, 3 Deathspitter
NFO: 5 Tyrant Guard [15PL, 215pts] Adrenal Glands
NFO: 3 Zoanthrope [7PL, 150pts] Psyker - Psychic Scream
EL: Deathleaper [5PL, 95pts] Hive Predator - Alien Cunning (-1CP)
EL: Maleceptor [9PL, 170pts] Psyker - Neuroparasyte, Psychic Scream
HS: Carnifex [7PL, 130pts] Heavy Venom Cannon, 2 Carnifex Crushing Claw, Enhanced Senses
HS: Carnifex [7PL, 130pts] Heavy Venom Cannon, 2 Carnifex Crushing Claw, Enhanced Senses
FL: Harpy [11PL, 195pts] 2 Heavy Venom Cannon, Dermic Symbiosis
FL: Harpy [10PL, 180pts] 2 Heavy Venom Cannon, Synaptic Insight
== Tyranids - Leviathan – Patrol = -3CP, [13PL, 275pts] ==
Hive Fleet Adaptation: Synaptic Control
HQ: Hive Tyrant [9PL, 195pts] Monstrous Bonesword and Lash Whip, Adrenal Glands, Toxin Sacs, Psyker - Catalyst, Psychic Scream, Rarefied Enhancements - The Maw-Claws of Thyrax (-1CP)
TR: 10 Gargoyle [4PL, 80pts]
Thoughts
Extreme brutality on show from both sides here - these armies represent some of the most vicious stuff you can do with each book. Hyper efficient monstrosities on the Tyranid side face a nightmarish wall of shurikens from the Aeldari, and both sides here have to really respect what the other can do. Hail of Doom Dire Avengers with +1 to wound will make mincemeat of almost anything in the Tyranid list they get a shot at, but the venom cannons of the harpies will brutally chip away at plenty of the Craftworld stuff here in turn, and the carnifexes and flyrants will annihilate anything they touch. Both sides having powerful Psychic capabilities is very impactful as well - it means that Baharroth has to play far more carefully than normal as he'll get trivially one-rounded if exposed, but Deathleaper also has to watch out for getting melted (maybe with help from Kuornos Bow) when causing mischief.
The big break for the Tyranids here is that the way these lists line up gives them a much safer To the Last plan than the Aeldari do - neither the bikes or the Serpents can stay safe from the Harpies reliably enough to make it viable. The Tyranids also have some high-reach melee units in the form of the Flyrants, which on a corner deployment makes pushing for either flank objective quite risky (especially as Overrun allows the Tyrants to flee back to safety after murdering something, keeping To The Last live). That's a perfect tool for punishing the Asuryani for pushing for objectives, but thanks to the Secondary imbalance (and the mission Primary) they basically have no choice but to do so. With both armies being able to do horrendous things to the opposing force if they get the drop, that hugely helps the Tyranids - the Craftworlds are forced to take the initiative and play aggressively, but aren't going to be able to maximise their damage dealing while doing so, allowing the Tyranids to build up an insurmountable advantage over time.
As ever when Innes wins stuff, I can also just cheat and ask him what happened (though in this case I had figured out that the TTL imbalance was a big deal first). Sure enough, the Asuryani were forced to take Stranglehold, Psychic Ritual (using Focus Will and Quicken to execute reliably and safely) and RND into TTL, Stranglehold and Banners, committing the Asuryani to an aggressive posture that they couldn't sustain. The Tyranids did go first, which is bad in this game (as again, both forces can counterattack brutally), but Innes just played it very cautiously, confident that over time the game would skew inexorably in his favour (though as you can see, the Craftworld side put in a very respectable score regardless).
Result
Tyranid Victory - 95-77
Innes Wilson - Tyranids - 1st Place
Carnifexes. Credit: Rockfish
The List
See showdown
Archetype
Leviathan Goodstuff
Why it's Interesting in 9th
I mean really, what else did you expect Innes to be up to at this point? The extra hefty Tyrant Guard unit makes To The Last extra reliable here, and the extra shooting from the Carnifexes compared to some of the other lists means that both Tyrants can afford to build for melee. That means the counterpunch this list throws if an opponent gets over aggressive against it is savage, and it still has all the other nastiness going for it. Predictably potent stuff from Innes, and given how many events he's apparently going to this month, I'm sure he'll be back in the column soon enough.
The Rest of the Best
Four players finished on 4-1 records. They were:
- 2nd - Ryan Kerr - Grey Knights: 28 Paladins, running as Wardmakers (presumably to disrupt opposing ObSec auras with the Brotherhood power, and also helping the super Librarian operate against Tyranids). Chunky.
- 3rd - Allan Davidson - Death Guard: Shooty Death Guard with lots of PBCs and VolCons protected by some Deathshrouds.
- 4th ✪ - Simon Fitzpatrick - Craftworlds: See Showdown.
- 5th - Alex Cable - Tyranids: A crunchy Behemoth list with two big Warrior squads and a supporting cast of all the best monsters.
Queensland Gaming Guild Kickoff
All the lists for this event can be found in Down Under Pairings (though the scoring was done in Best Coast Pairings). This list was using the old Tyranid codex due to delays in the new one being easily available in Australia.
The Showdown
Matchup & Mission - Secure Missing Artefacts
Alex Terrasson - Genestealer Cults - Bladed Cog centred around two tanked-up units of Aberrants with Xenoform Bionics, backed by 3x2 Ridgerunners.
Army List - Click to Expand
Bladed Cog battalion 0cp
HQ:
Primus, Warlord, WT: Single minded obsession 80
Magus, power: Might from Beyond, Psychic stimulus, Relic : Unwilling orb 80
Troops:
5 Acolytes 45
5 Acolytes 45
5 Acolytes 45
10 neophytes, 2 grenade launchers 70
10 neophytes, planning: lying in wait 80
12 Acolytes, 12 hand flamer, planning: perfect ambush 159
Elites:
10 Aberrants, Heavy power weapons, Proficient planning: our time is nigh, Strat: Xenoform bionics (2cp) 315
10 Aberrants, Heavy power weapons, Strat: Xenoform bionics (2cp), Proficient planning: They came from below 310
Nexos, Relic: Cranial inlay (1cp) 50
Biophagus, Familiar, Proficient planning: Alchemist supreme 65
Abominant,Relic: Amulet of the voidwyrm 95
Sanctus 70
Fast Attack:
2 Ridgerunners, Missile launchers, Spotter, proficient planning: from every angle 170
2 Ridgerunners, Missile launchers, Survey augur 160
2 Ridgerunners, Missile launchers, Survey augur 160
vs.
Hayden Walduck - Tau - Bor'kan with two Stormsurges
Army List - Click to Expand
++ Patrol Detachment 0CP (T'au Empire) [88 PL, -1CP, 1,307pts] ++
+ Configuration +
Detachment Command Cost
Sept Choice: Bork'an Sept
+ HQ +
Commander in Crisis Battlesuit [9 PL, 150pts]: 1. Precision of the Hunter, Missile Pod, Missile Pod, Solid-image Projection Unit, T'au Flamer, Target Lock, Thermoneutronic Projector, Warlord
. Marker Drone: Markerlight
Ethereal [4 PL, -1CP, 70pts]: 2. Sense of Stone, 5. Exemplar of the Kauyon, 6. Wisdom of the Guides, Honour Blade, Stratagem: Promising Pupil, The Humble Stave
. Marker Drone: Markerlight
+ Troops +
Kroot Carnivores [3 PL, 60pts]
. 10x Kroot: 10x Kroot Rifle, 10x Quill Grenades
Kroot Carnivores [3 PL, 60pts]
. 10x Kroot: 10x Kroot Rifle, 10x Quill Grenades
+ Elites +
Crisis Battlesuits [20 PL, 256pts]
. Crisis Shas'ui: Cyclic Ion Blaster, Plasma Rifle, Plasma Rifle, Target Lock
. Crisis Shas'ui: Cyclic Ion Blaster, Plasma Rifle, Plasma Rifle, Target Lock
. Crisis Shas'ui: Cyclic Ion Blaster, Plasma Rifle, Plasma Rifle, Target Lock
. Crisis Shas'vre: Early Warning Override, Iridium battlesuit, Plasma Rifle, Plasma Rifle, Shield Generator
. 3x Shield Drone: 3x Shield Generator
Crisis Battlesuits [21 PL, 266pts]
. Crisis Shas'ui: Cyclic Ion Blaster, Plasma Rifle, Plasma Rifle, Target Lock
. Crisis Shas'ui: Cyclic Ion Blaster, Plasma Rifle, Plasma Rifle, Target Lock
. Crisis Shas'ui: Cyclic Ion Blaster, Plasma Rifle, Plasma Rifle, Target Lock
. Crisis Shas'vre: Early Warning Override, Iridium battlesuit, Plasma Rifle, Plasma Rifle, Shield Generator, Stimm Injectors
. 3x Shield Drone: 3x Shield Generator
Crisis Bodyguards [12 PL, 155pts]
. Crisis Bodyguard Shas'ui: Plasma Rifle, Plasma Rifle, Target Lock
. Crisis Bodyguard Shas'ui: Plasma Rifle, Plasma Rifle, Target Lock
. Crisis Bodyguard Shas'vre: Iridium battlesuit, Plasma Rifle, Plasma Rifle, Target Lock
+ Heavy Support +
Hammerhead Gunship [8 PL, 145pts]: Railgun
. 2x Gun Drones
. 2x Gun Drone: 4x Pulse Carbine
Hammerhead Gunship [8 PL, 145pts]: Railgun
. 2x Gun Drones
. . 2x Gun Drone: 4x Pulse Carbine
++ Super-Heavy Aux Detachment -2CP
(I'm assuming these are listed as -2CP each rather then one being -3CP and one -1CP for ease of copying, it makes no difference to the overall build).
Stormsurge [17 PL, 345pts]: Cluster Rocket System, 4x Destroyer Missile, Drone Controller, Multi-tracker, Pulse Blastcannon, 2x Smart Missile System, Target Lock, Thunderous Footfalls, Twin Airbursting Fragmentation Projector, Velocity Tracker
Super heavy Aux -2cp
Stormsurge [17 PL, 345pts]: Cluster Rocket System, 4x Destroyer Missile, Drone Controller, Multi-tracker, Pulse Blastcannon, 2x Smart Missile System, Target Lock, Thunderous Footfalls, Twin Airbursting Fragmentation Projector, Velocity Tracker
++ Total: [122 PL, -7CP, 1,997pts] ++
Thoughts
Exciting times - a Genestealer vs. Tau matchup where I don't just write "the Tau indirect kills all the Genestealers, the end", as these builds are doing something very different. On the Genestealer side, this build highlights a quiet trend that people have been experimenting with, which is going hard on Aberrants. You'd certainly like them to be a bit more reliable at killing stuff, but they can take a punch once you start stacking buffs on them (here they've got both a 5+ invulnerable save and will gradually have a 5+ FNP added), and provide a way of dominating an objective for a prolonged period, something the faction can sometimes struggle with. This helps a bunch on missions like this one, where you can either send them to duel for the middle or lock in your Priority objective as needed. They also provide an anchor for the ridgerunners to pivot around, and with Terminators being incresingly popular the D3 missiles these can mount are pretty spicy (not bad into Tyranid Warriors too, as you can always swap targets once one unit puts up Hive Node).
The Tau army's ability to deal with the Aberrants is somewhat mixed. The Crisis Suits genuinely struggle a lot - add the invuln, -1D and option to throw on Monstrous Vigour and the rate at which the plasma chips through them becomes somewhat embarrasing. The Stormsurges will fare better if they can get shots off, as the dispersed shot mode of the blastcannon is perfect for taking them out, but they might not always get to draw a bead on the Aberrants. In terms of being able to actually hold a point against Tau, this list certainly does better than most.
Unfortunately, the issue it runs into is that the Tau can just focus on killing everything else in the army and mop up the Aberrants later on, as they can't be everywhere at once. Missiles on the ridgerunners is a good asset into Terminators, but here it means that they can barely threaten the Stormsurges, Hammerheads or Crisis Teams, and if they expose themselves they'll get immediately blown to bits in response. Assuming one unit of Aberrants pushes for the middle and the other one waits in deep strike, you can send a Stormsurge towards the near corner objective and the Hammerheads towards the further one, with a bit of Crisis backing, and the Genestealers just aren't going to be able to deal with both (and are vulnerable to a counterattack even if they do manage to deploy aberrants on one flank). They do have one powerful curveball in the form of the flamer Acolytes, who can very effectively divest the Tau of their ObSec units by organising a Kroot barbecue, but that doesn't feel like it's enough. None of the key Tau stuff is going to take enough damage prior to the Ridgerunners going down to really impede them, then in the mid-late game they can use their mobility to roll up all the Cult characters and support, then concentrate overwhelming firepower on the Aberrants to finish the job.
The best thing the Cult can do in the face of that is try and maximise how long it takes to wipe them out while scoring Secondaries as best as possible - because they can pretty easily wipe out the Kroot they can get a major ObSec advantage that they can use to disrupt the Tau Primary, and Broodswarm and RND are going to be pretty hard to stop for much of the game due to the Tau's low footprint (maybe backed up with Psychic Interrogation) so they can put up a decent Secondary score. However, they're still up against it - Tau have an essentially unfailable 15VP from To The Last here, and can also really take advantage of the fact that Aerospace Relays can be completed in a single turn for another easy 15CP - it seems entirely plausible they could do the whole thing across turns 4 or 5 here.
I suspect the ease with which the Tau can cruise to 40+ on Secondaries while capping the Genestealers in the 30s is the real killer here - the Genestealers clearly did a decent job of preventing the Greater Good absolutely running away with things on the Primary, keeping the margin pretty close, but in the end the Tau still did enough for the win.
Result
Tau Victory - 79-65
Hayden Walduck - Tau - 1st Place
Tau Stormsurge. Credit: Jack Hunter
The List
See Showdown
Archetype
Bor'kan Big Suits
Why it's Interesting in 9th
Stormsurge stocks are apparently up right now, which is perhaps unsurprising given how aggressively costed they are. Taking two is a gamble in some ways, as it does limit how much mobile stuff you can afford, but a lot of armies will struggle to pop one at a distance, let alone two, meaning it can often lock you in to game long dominance. It's worth saying too that on the non-Auxiliary units the value of the Bor'kan trait is pretty high right now - Aeldari armies are throwing around a lot of mid-strength shooting, Grey Knights rely on mid-strength attacks too, and even Tyranids put out quite a few S5 attacks and shots from their Warrior screens (and the Kraken lists even more). That helps keep this army's mid-board stuff in the fight longer, and like Gonyo's list above it has the option of sending the Hammerheads out roaming mid-game if needed, which benefit especially strongly from reducing the S of any S4 shuriken weapons that jerk elves are firing at them. Honestly the fact that all the most successful Tau lists are suddenly bringing the biggest guns is very funny to me, so congratulations to Hayden for riding the cool new Tau wave.
The Rest of the Best
One player finished on four wins and a draw, and four on 4-1. They were:
- 2nd - Braedon Kilby-Francis - Tyranids: Crusher Stampede still refusing to die huh? On brand I guess.
- 3rd - Wayne Russell - Death Guard: Mortarion's Anvil with thirty Blightlords, support characters and not much else.
- 4th - Zach De Glas - Adepta Sororitas: Martyred Lady board control with loads of bodies, including a 20-Sister block (which feels like it has to be more of a consideration in an Armour of Contempt world).
- 5th - Bodee Bignell - Tyranids: More Crusher Stampede.
- 6th ✪ - Alex Terrasson - Genestealer Cults: See Showdown.
West Of Scotland GT#2
All the lists for this event can be found in Best Coast Pairings.
The Showdown
Matchup & Mission - The Scouring
Rhys Inglis - Thousand Sons - Endless Duplicity bodies - 5x10 Rubricae and one big unit of Scarabs.
Army List - Click to Expand
++ Battalion Detachment 0CP (Chaos - Thousand Sons) [105 PL, 10CP, 15 Cabal Points, 2,000pts] ++
+ Configuration +
Detachment Command Cost
+ Stratagems +
Sorcerous Arcana [-1CP]: Additional Relics
+ HQ +
Ahriman [9 PL, 3 Cabal Points, 180pts]: 11. Gaze of Hate, 11. Tzeentch's Firestorm, 13. Doombolt, Disc of Tzeentch
Exalted Sorcerer [6 PL, 3 Cabal Points, 105pts]: 12. Glamour of Tzeentch, 21. Presage, Inferno Bolt Pistol, Master Misinformator, Prosperine khopesh, Umbralefic Crystal, Warlord
Thousand Sons Daemon Prince [10 PL, -1CP, 3 Cabal Points, 185pts]: 12. Twist of Fate, 22. Swelled by the Warp, 3. Undying Form, Conniving Plate, Hellforged sword, High Acolytes, Wings
+ Troops +
Rubric Marines [12 PL, 1 Cabal Points, 220pts]
. Aspiring Sorcerer: 22. Weaver of Fates, Inferno Bolt Pistol
. 8x Rubric Marine w/ inferno boltgun: 8x Inferno boltgun
. Rubric Marine w/ soulreaper cannon: Soulreaper cannon
Rubric Marines [12 PL, 1 Cabal Points, 220pts]
. Aspiring Sorcerer: 31. Empyric Guidance, Inferno Bolt Pistol
. 8x Rubric Marine w/ inferno boltgun: 8x Inferno boltgun
. Rubric Marine w/ soulreaper cannon: Soulreaper cannon
Rubric Marines [12 PL, 1 Cabal Points, 220pts]
. Aspiring Sorcerer: 23. Temporal Surge, Inferno Bolt Pistol
. 8x Rubric Marine w/ inferno boltgun: 8x Inferno boltgun
. Rubric Marine w/ soulreaper cannon: Soulreaper cannon
Rubric Marines [12 PL, 1 Cabal Points, 220pts]
. Aspiring Sorcerer: 23. Temporal Surge, Inferno Bolt Pistol
. 8x Rubric Marine w/ inferno boltgun: 8x Inferno boltgun
. Rubric Marine w/ soulreaper cannon: Soulreaper cannon
Rubric Marines [12 PL, 1 Cabal Points, 220pts]
. Aspiring Sorcerer: 23. Temporal Surge, Inferno Bolt Pistol
. 8x Rubric Marine w/ inferno boltgun: 8x Inferno boltgun
. Rubric Marine w/ soulreaper cannon: Soulreaper cannon
+ Elites +
Scarab Occult Terminators [20 PL, 1 Cabal Points, 430pts]: 2x Hellfyre missile rack
. Scarab Occult Sorcerer: Inferno combi-bolter
. 7x Terminator: 7x Inferno combi-bolter, 7x Prosperine khopesh
. Terminator w/ Heavy Weapon: Soulreaper cannon
. Terminator w/ Heavy Weapon: Soulreaper cannon
++ Total: [105 PL, 10CP, 15 Cabal Points, 2,000pts] ++
vs.
Chris Mcsheehy - Grey Knights - an all-rounder Swordbearers build with three Dreadknights, two big Interceptor units and a small Paladin squad.
Army List - Click to Expand
Battalion Detachment 10CP (Imperium - Grey Knights) [107 PL, 1,995pts]
Brotherhood: Swordbearers
+ Stratagems +
Armoury of Titan [-1CP]: 1 Additional Relic
+HQ+
Brotherhood Chaplain [6 PL, 110pts]: 1. Words of Power, 3: Unyielding Anvil, 5: Warp Shaping, Warlord
Brotherhood Librarian [6 PL, -1CP, 105pts]: 4: Purifying Flame, 4: Vortex of Doom, 6: Psychic Epitome, Cuirass of Sacrifice, Shield of Humanity,Nemesis Warding Stave
Grand Master in Nemesis Dreadknight [10 PL, 215pts]: 1: Gate of Infinity, 2: Empyric Amplification, Dreadfist, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword, Sigil of Exigence
+Troops+
Strike Squad [6 PL, 110pts]
. 4x Grey Knight (Halberd), Grey Knight Justicar, Nemesis Force Halberd
Strike Squad [6 PL, 110pts]
. 4x Grey Knight (Halberd), Grey Knight Justicar, Nemesis Force Halberd
Strike Squad [6 PL, 110pts]
. 4x Grey Knight (Halberd), Grey Knight Justicar, Nemesis Force Halberd
+Elites+
Brotherhood Apothecary [6 PL, 100pts]: 5: Warp Shaping, Nemesis Force Sword
Paladin Squad [13 PL, 225pts] 3x Paladin (Sword), 1x Paladin (Halberd), Paragon: Nemesis Warding Stave
4. Purifying Flame, 5. Armoured resilience
+Fast Attack+
Interceptor Squad [16 PL, 260pts] 9x Interceptor (Halberd), Interceptor Justicar, Nemesis Force Halberd
Interceptor Squad [16 PL, 260pts] 9x Interceptor (Halberd), Interceptor Justicar, Nemesis Force Halberd
+Heavy Support+
Nemesis Dreadknight [8 PL, 195pts]: Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword
Nemesis Dreadknight [8 PL, 195pts]: Dreadfist, Dreadknight teleporter, Gatling Psilencer, Heavy Psycannon, Nemesis Greatsword
Thoughts
Thousand Sons already excelled at grinding their opponents (ironically) into the dust, and Armour of Contempt only makes that more true. Because of their psychic might and ObSec on all their good, durable units, if they can just hold position and bounce any challengers then victory will gradually become an inevitability. This list is fully on that plan - which is fine, until it hits an opponent that can thwart it.
This is, unfortunately, a pretty horrendous mismatch. Grey Knights are unusually resilient to the Thousand Sons attrition-based plan thanks to their good deny access and mortal resilience (plus also now an extra point of save against inferno bolts from AoC), and are incredibly good at killing Rubricae in turn, packing lots and lots of D2 melee (plus a bit of shooting from the Dreadknights). The high number of Interceptors is a particular problem here, especially on the Scouring - once they've had a turn to stage, it's essentially going to be impossible for the Thousand Sons to hold any objectives without being in easy charge range, the Dreadknights aren't going to be far behind, and the impact of Sorcerous Facade is massively muted on this mission compared to normal because of how clustered the objectives are. That's true of Gate of Infinity as well, of course, but the base level of mobility the Grey Knights have is so much higher that the exchange still benefits them.
I know people don't love it when this is what I have to write, but there's very little the Thousand Sons can do here to stop themselves getting absolutely steamrollered off the table. The mission is definitely exacerbating it - a corner deployment would maybe give them a bit of scope to conquering one flank and putting up a bit more of a score, but the merciless demands of the Scouring serve to really highlight how brutally effective the Grey Knights can be at annihilating the forces of Tzeentch.
Result
Grey Knight Victory - 100-40
Chris Mcsheehy - Grey Knights - 1st Place
Grey Knights Nemesis Dreadknights. Credit: Colin Ward
The List
See Showdown
Archetype
Dreadknights and Interceptors
Why it's Interesting in 9th
What once was a metagame villain returns as a breath of fresh air - Dreadknights and Interceptors are still great all-rounders, and now that the Interceptors are tougher and you can augment the army with a five-Paladin unit for position control, Grey Knights end up feeling like a pretty strong army once more. Interceptors in particular feel excellent in the current metagame, as they have the speed to go and pin down pesty elves, which is vital.
The Rest of the Best
Five players finished on 4-1 records. They were:
- 2nd - Sean Baird - Harlequins: Light Saedath swapping to one unit of Voidweavers and two bike squads, finding the extra points by cutting a Death Jester now you can no longer trigger the auto-6 combo at range.
- 3rd - Fraser McFetridge - Harlequins: Aggro Dark Saedath with lots of bikes and Troupes.
- 4th - Rhys Inglis - Thousand Sons: See Showdown.
- 5th - Callum Rooney - Adeptus Custodes: Emperor's Chosen Goodstuff, dropping to two units of bikes for some extra infantry.
- 6th - Bruce Wade - Tau: Very fast Farsight Enclaves, with three Breacher Teams in Devilfish and two big Crisis units.
FactoruM DZTV April GT
All the lists for this event can be found in Best Coast Pairings.
The Showdown
Matchup & Mission - Conversion
Giulio Cesare Ghermandi - Drukhari - Drukhari Goodstuff with a bit of everything - Grotesques, Reavers, a Ravager and some Characters to taste.
Army List - Click to Expand
++ Patrol Detachment 0CP (Aeldari - Drukhari) [62 PL, 995pts, 11CP] ++
+ Configuration +
Obsession: Kabal of the Black Heart: Thirst for Power
Raiding Forces - CP Refund
+ Stratagems +
Stratagem: Prizes from the Dark City [-1CP]
+ No Force Org Slot +
Court of the Archon [5 PL, 70pts]: As Detachment (Kabal)
. Lhamean
. Sslyth
. Sslyth
. Sslyth
+ HQ +
Archon [4 PL, 70pts]: Agoniser, As Detachment (Kabal), Overlord, Splinter Pistol, The Animus Vitae
Drazhar [8 PL, 145pts]: Hatred Eternal, Warlord
+ Troops +
Wracks [3 PL, 40pts]: As Detachment (Coven)
. Acothyst: Wrack Blade
. 4x Wracks: 4x Wrack Blade
+ Elites +
Incubi [4 PL, 90pts]
. 4x Incubi: 4x Klaive
. Klaivex: Klaive
Mandrakes [8 PL, 90pts]
. 5x Mandrake: 5x Baleblast, 5x Glimmersteel Blade
. Nightfiend
+ Heavy Support +
Ravager [8 PL, 130pts]: As Detachment (Kabal), 3x Dark Lance
+ Dedicated Transport +
Raider [6 PL, 100pts]: As Detachment, Disintegrator Cannon
Raider [6 PL, 100pts]: As Detachment, Disintegrator Cannon
Venom [5 PL, 80pts]: As Detachment, Grisly Trophies, Splinter Cannon, Twin splinter rifle
Venom [5 PL, 80pts]: As Detachment, Grisly Trophies, Splinter Cannon, Twin splinter rifle
++ Patrol Detachment 0CP (Aeldari - Drukhari) [39 PL, 750pts, -2CP] ++
+ Configuration +
Detachment Command Cost
Obsession
. *Custom Coven*: Artists of the Flesh (All-Consuming)
Raiding Forces - CP Refund
+ Stratagems +
Stratagem: Prizes from the Dark City [-1CP]
+ HQ +
Haemonculus [5 PL, 90pts, -1CP]: As Detachment (Coven), Poisoner's Ampule, Stratagem: Tolerated Ambition, Twisted Animator
. Alchemical Maestro (Custom): Alchemical Maestro
+ Troops +
Haemoxytes [8 PL, 135pts]: As Detachment (Coven)
. 7x Haemoxyte: 7x Wrack Blade
. Haemoxyte Acothyst: Electrocorrosive Whip, Liquifier Gun
. Haemoxyte w/ Special Weapon: Liquifier Gun
. Haemoxyte w/ Special Weapon: Liquifier Gun
Wracks [3 PL, 65pts]: As Detachment (Coven)
. Acothyst: Electrocorrosive Whip, Liquifier Gun
. Wrack w/ Special Weapon: Liquifier Gun
. 3x Wracks: 3x Wrack Blade
Wracks [3 PL, 65pts]: As Detachment (Coven)
. Acothyst: Electrocorrosive Whip, Liquifier Gun
. Wrack w/ Special Weapon: Liquifier Gun
. 3x Wracks: 3x Wrack Blade
+ Elites +
Grotesques [5 PL, 105pts]: As Detachment (Coven)
. Grotesque w/ Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver
Grotesques [5 PL, 105pts]: As Detachment (Coven)
. Grotesque w/ Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver
. Grotesque w/ Monstrous Cleaver
+ Heavy Support +
Cronos [4 PL, 80pts]: As Detachment (Coven)
. Cronos: Spirit Probe
Talos [6 PL, 105pts]: As Detachment (Coven)
. Talos: Macro-scalpel, Talos Gauntlet
. . Two heat lances
++ Patrol Detachment 0CP (Aeldari - Drukhari) [14 PL, 255pts, -1CP] ++
+ Configuration +
Detachment Command Cost
Obsession
. *Custom Cult*: Precise Killers, Slashing Impact
Raiding Forces - CP Refund
+ HQ +
Succubus [5 PL, 95pts, -1CP]: 1 - Adrenalight (Combat Drug), As Detachment (Wych Cult), Precision Blows, Stratagem: Tolerated Ambition, The Triptych Whip
. Agoniser & Archite Glaive
. Show Stealer (Custom): Show Stealer
+ Troops +
Wracks [3 PL, 40pts]: As Detachment (Coven)
. Acothyst: Wrack Blade
. 4x Wracks: 4x Wrack Blade
+ Fast Attack +
Reavers [6 PL, 120pts]: 2 - Grave Lotus (Combat Drug), As Detachment (Wych Cult), Grav-talon
. Arena Champion: Blaster, Power sword
. 4x Reaver: 4x Bladevanes, 4x Splinter Pistol, 4x Splinter Rifle
++ Total: [115 PL, 8CP, 2,000pts] ++
vs.
Sam Nash - Adeptus Custodes - A high pressure Solar Watch build with one big Custodian squad (mixed shields and spears) and a bunch of Dreadnoughts.
Army List - Click to Expand
++ Battalion Detachment 0CP (Imperium - Adeptus Custodes) [100 PL, 2,000pts, 8CP] ++
+ Configuration +
Detachment Type / Shield Host: Adeptus Custodes, Solar Watch
+ Stratagems +
Stratagem: Open the Vaults [-1CP]: Additional Relics
+ HQ +
Blade Champion [6 PL, 120pts, -2CP]: 3. Superior Creation, 6. Peerless Warrior, Eagle's Eye, Stratagem: The Emperor's Heroes, Stratagem: Victor of the Blood Games
Shield-Captain [7 PL, 120pts, -1CP]: (Solar Watch): Sally Forth, Castellan's Mark, Guardian Spear, Misericordia, Stratagem: The Emperor's Heroes, Swift as the Eagle
Trajann Valoris [8 PL, 160pts, 1CP]
+ Troops +
Custodian Guard Squad [23 PL, 470pts]
. 6x Custodian w/ Guardian Spear & Misericordia: 6x Guardian Spear, 6x Misericordia
. 4x Custodian w/ Sentinel Blade & Praesidium Shield: 4x Praesidium Shield, 4x Sentinel Blade
Prosecutors [3 PL, 60pts]: Prosecutor Sister Superior
. 4x Prosecutor: 4x Boltgun
Sagittarum Custodians [7 PL, 150pts]
. 3x Sagittarum w/ Misericordia: 3x Adrastus Bolt Caliver, 3x Misericordia
Sagittarum Custodians [7 PL, 150pts]
. 3x Sagittarum w/ Misericordia: 3x Adrastus Bolt Caliver, 3x Misericordia
+ Elites +
Contemptor-Achillus Dreadnought [9 PL, 180pts]: 2x Twin Adrathic Destructor
Contemptor-Achillus Dreadnought [9 PL, 180pts, -1CP]: Stratagem: Eternal Penitent, 2x Twin Adrathic Destructor
Contemptor-Galatus Dreadnought [9 PL, 170pts]
Contemptor-Galatus Dreadnought [9 PL, 170pts]
+ Fast Attack +
Witchseekers [3 PL, 70pts]: Witchseeker Sister Superior
. 4x Witchseeker: 4x Witchseeker Flamer
++ Total: [100 PL, 2,000pts, 8CP] ++
Thoughts
A really interesting matchup here. The Drukhari list goes very wide and is very fast indeed, providing it with plenty of ways to contest flanking objectives, and plenty of stuff that it's willing to throw away to temporarily claim an objective, something that's always useful against armies like Custodes with a few, high powered units. They have one big problem here, however - they can essentially never take the mid-board against this Custodes list, and if they're not careful they're going to get bowled out of the game.
The Solar Watch infantry deathball is one of the options Custodes need to be seriously considering after their updates, this list uses it very effectively, and it's perfect for this mission. None of the Drukhari's close-engagement tools can stand up to it, so what's going to happen is that they're going to push straight to the middle objective out of the gate, occupy it, then if the Drukhari aren't careful they're going to keep going and Advance/Charge onto the elves' home point on the next turn using Sally Forth. That's a big power play on Conversion, as it will leave the Drukhari scrambling on the Primary while very quickly locking the Golden Host in for a 45 (and they should trivially be managing Grind and Engage at the same time). The Dreadnoughts are also good flank fighters here - they can get popped by Ravagers if they're unlucky, but line up well against most of the rest of the Drukhari stuff.
The Drukhari have a few options for what to do here. Whatever else is happening, they need to make sure they're quickly establishing control of the two corner objectives, obliterating any Dreadnoughts that try and occupy them and locking in some amount of Primary from that. Beyond that, they need to decide if they're trying to deplete the main deathball enough that it can't steal their home position easily, or picking up as much as possible of everything else. It feels like the latter is probably a safer bet now that Custodes don't get ObSec on their characters - taking out the Sagittarum squads shouldn't be too challenging, especially as baiting Arcane Genetic Alchemy on the big unit is going to be pretty doable. Strip the Custodes of ObSec on anything other than the big unit and maybe the Drukhari's greater numbers will tell (and if they can drop the Dreadnoughts on one flank, they might even be able to threaten the Custodes home objective themselves). This plan has, of course, got a massive failure case - one turn of bouncing off the invulnerable saves on a flank could well prove terminal, but it feels like exhausting their army in a frontal assault on the big unit is even higher risk. The only possible exception here is that it might be worth keeping Drazhar back to discourage the big unit from being too aggressive and/or stopping the Custodes from blowing (the now once per game) Auspice until the late game - he'll take a respectable chunk out of the squad even through Alchemy.
Do all of that and there's a shaky plan for Drukhari to execute a win, but I'd probably call this for the Custodes - there are enough ways it can go badly wrong for the Aeldari, and the Custodes score floor high enough that I think they take it most of the time. As it turned out, the Drukhari did take the game - just. By a single point they managed to overcome the power of the Custodes, in what must have been a real nailbiter!
Result
Drukhari Victory - 87-86
Giulio Cesare Ghermandi - Drukhari - 1st Place
Credit: Wings
The List
See Showdown
Archetype
Drukhari Goodstuff
Why it's Interesting in 9th
There's so much stuff here that it's honestly kind of overwhelming trying to sift through it, which I suspect is part of the plan in and of itself. One of Drukhari's strengths is that ,even after quite a few rounds of nerfs, most of their units are basically good at their jobs, and many of them are very fast. That means that when facing this army down the opponent is trying to deal with a lot of stuff going on at once, and if they make any mistakes then it's going to be easy to exploit them. It does run the risk that if things go wrong it starts bleeding stuff very quickly (giving up Grind), but here that didn't stand in the way of victory, including the win against the fairly challending Custodes build seen above.
The Rest of the Best
Three players finished on 4-1 records (Sam who played in the final was paired up from three wins and a draw).
- 2nd - Edward Morgan - Tyranids: Leviathan goodstuff with a couple of Flyrants and two Maleceptors.
- 3rd - Joe Coles - Chaos Space Marines: Abaddon, Terminators and some VolCons make the most of the extra durability Marines now get.
- 4th - Tom Bunnel - Tyranids: Leviathan goodstuff with three Hive Tyrants (two flying, one on foot) and some Harpies.
The Death or Glory Invitational
All the lists for this event can be found in Best Coast Pairings.
The Showdown
Matchup & Mission - Secure Missing Artefacts
Thomas Ogden - Tau - Crisis-heavy Tau Sept Goodstuff.
Army List - Click to Expand
++ Vanguard Detachment -3CP (T'au Empire) [93 PL, 1,549pts, -4CP] ++
+ Configuration +
Detachment Command Cost [-3CP]
Sept Choice: T'au Sept
+ HQ +
Commander in Crisis Battlesuit [7 PL, 135pts, -1CP]: 6. Exemplar of the Mont'ka, Missile Pod, Plasma Rifle, Plasma Rifle, Shield Generator, Stratagem: Promising Pupil
Darkstrider [3 PL, 60pts]
+ Elites +
Crisis Battlesuits [20 PL, 294pts]
. Crisis Shas'ui: Burst Cannon, Cyclic Ion Blaster, Plasma Rifle, Velocity Tracker
. Crisis Shas'ui: Burst Cannon, Cyclic Ion Blaster, Plasma Rifle, Velocity Tracker
. Crisis Shas'ui: Burst Cannon, Cyclic Ion Blaster, Plasma Rifle, Shield Generator
. Crisis Shas'ui: Burst Cannon, Cyclic Ion Blaster, Plasma Rifle, Shield Generator
. Crisis Shas'vre: Burst Cannon, Cyclic Ion Blaster, Plasma Rifle, Velocity Tracker
. Marker Drone
. 2x Shield Drone: 2x Shield Generator
Crisis Battlesuits [20 PL, 319pts]
. Crisis Shas'ui: Fusion Blaster, Plasma Rifle, Plasma Rifle, Velocity Tracker
. Crisis Shas'ui: Fusion Blaster, Plasma Rifle, Plasma Rifle, Velocity Tracker
. Crisis Shas'ui: Fusion Blaster, Plasma Rifle, Plasma Rifle, Shield Generator
. Crisis Shas'ui: Fusion Blaster, Plasma Rifle, Plasma Rifle, Shield Generator
. Crisis Shas'vre: Fusion Blaster, Plasma Rifle, Plasma Rifle, Velocity Tracker
. Marker Drone
. 2x Shield Drone: 2x Shield Generator
Crisis Battlesuits [20 PL, 319pts]
. Crisis Shas'ui: Missile Pod, Plasma Rifle, Plasma Rifle, Velocity Tracker
. Crisis Shas'ui: Missile Pod, Plasma Rifle, Plasma Rifle, Velocity Tracker
. Crisis Shas'ui: Missile Pod, Plasma Rifle, Plasma Rifle, Shield Generator
. Crisis Shas'ui: Missile Pod, Plasma Rifle, Plasma Rifle, Shield Generator
. Crisis Shas'vre: Missile Pod, Plasma Rifle, Plasma Rifle, Velocity Tracker
. Marker Drone
. 2x Shield Drone: 2x Shield Generator
Crisis Bodyguards [13 PL, 242pts]
. Crisis Bodyguard Shas'ui: Burst Cannon, Cyclic Ion Blaster, Plasma Rifle
. Crisis Bodyguard Shas'ui: Burst Cannon, Cyclic Ion Blaster, Plasma Rifle
. Crisis Bodyguard Shas'ui: Burst Cannon, Cyclic Ion Blaster, Plasma Rifle
. Crisis Bodyguard Shas'vre: Burst Cannon, Cyclic Ion Blaster, Plasma Rifle
. Marker Drone
. Shield Drone
+ Heavy Support +
Broadside Battlesuits [5 PL, 90pts]
. Broadside Shas'vre: Heavy Rail Rifle, Twin Smart Missile System, Velocity Tracker
Broadside Battlesuits [5 PL, 90pts]
. Broadside Shas'vre: Heavy Rail Rifle, Twin Smart Missile System, Velocity Tracker
++ Patrol Detachment -2CP (T'au Empire) [15 PL, 300pts, 9CP] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost [-2CP]
Sept Choice: T'au Sept
+ HQ +
Aun'Va [4 PL, 80pts]: 2. Sense of Stone, 3. Zephyr's Grace, 6. Wisdom of the Guides
. 2x Ethereal Guard: 2x Honour Blade
Commander in Coldstar Battlesuit [8 PL, 160pts, -1CP]: 1. Precision of the Hunter, Burst Cannon, DW-02 Advanced Burst Cannon, High-output Burst Cannon, Missile Pod, Onager Gauntlet, Shield Generator, Stratagem: Promising Pupil
+ Troops +
Kroot Carnivores [3 PL, 60pts]
. 10x Kroot: 10x Kroot Rifle, 10x Quill Grenades
++ Supreme Command Detachment +2CP (T'au Empire) [8 PL, 150pts, 2CP] ++
+ Configuration +
Detachment Command Cost [2CP]
Sept Choice: T'au Sept
+ Primarch | Daemon Primarch | Supreme Commander +
Commander Shadowsun [8 PL, 150pts]: 2x High-energy Fusion Blaster, Warlord
++ Total: [116 PL, 1,999pts, 7CP] ++
vs.
Joshua Minnich - Tyranids - Leviathan goodstuff with two Flyrants, two Harpies and two Maleceptors.
Army List - Click to Expand
++ Patrol Detachment 0CP (Tyranids) [88 PL, 12CP, 1,550pts] ++
+ Configuration +
Hive Fleet: Leviathan
+ No Force Org Slot +
Tyrant Guard [8 PL, 120pts]
. 3x Tyrant Guard (Scything): 3x Two Rending Claws, 3x Two Scything Talons
Zoanthropes [7 PL, 150pts]: Power: Hive Nexus, Power: Neuroparasite, Power: Smite, 3x Zoanthrope
+ HQ +
Neurothrope [5 PL, 100pts]: Power: Catalyst, Power: Hive Nexus, Power: Onslaught, Power: Smite, Warlord, Warlord Trait: Synaptic Tendrils
Winged Hive Tyrant [11 PL, 190pts]: Lash Whip and Monstrous Bonesword, Power: Catalyst, Power: Hive Nexus, Power: Paroxysm, Power: Smite, Relic: The Reaper of Obilterax, Warlord Trait: Alien Cunning
+ Troops +
Tyranid Warriors [8 PL, 100pts]
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
+ Elites +
Maleceptor [9 PL, 170pts]: Power: Hive Nexus, Power: Neuroparasite, Power: Psychic Scream
Venomthropes [5 PL, 105pts]
. 3x Venomthrope: 3x Toxic Lashes
+ Heavy Support +
Carnifexes [14 PL, 240pts]
. Carnifex: Enhanced Senses, Heavy Venom Cannon, Two Carnifex Scything Talons
. Carnifex: Enhanced Senses, Heavy Venom Cannon, Two Carnifex Scything Talons
+ Flyer +
Harpy [11 PL, 195pts]: 2x Heavy Venom Cannon, Adaptive Physiology: Dermic Symbiosis, Show Spore Mine Rules
Harpy [10 PL, 180pts]: 2x Heavy Venom Cannon, Adaptive Physiology: Synaptic Enhancement, Show Spore Mine Rules
++ Patrol Detachment -2CP (Tyranids) [24 PL, -5CP, 450pts] ++
+ Configuration +
Detachment Command Cost [-2CP]
Hive Fleet: Leviathan
+ Stratagems +
Hive Predator [-2CP]: 2x Extra Warlord Trait
Rarefied Enhancements [-1CP]: Extra Bio-artefact
+ HQ +
Winged Hive Tyrant [11 PL, 205pts]: Adrenal Glands, Lash Whip and Monstrous Bonesword, Power: Hive Nexus, Power: Paroxysm, Power: Smite, Power: The Horror, Relic: The Maw-claws of Thyrax, Warlord Trait: Adaptive Biology
+ Troops +
Tyranid Warriors [4 PL, 75pts]
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
+ Elites +
Maleceptor [9 PL, 170pts]: Power: Hive Nexus, Power: Onslaught, Power: Psychic Scream
++ Total: [112 PL, 7CP, 2,000pts] ++
Thoughts
A clash of powerhouses here, all the nastiest new monsters of the Tyranid book up against a lethal wall of mobile Tau shooting. No mucking about on that front, just lots of Crisis suits with good access to re-rolls, able to zip round the board and obliterate anything standing out in the open. The Tyranid army is, of course, no slouch at shooting either, with two Harpies flying around and a couple of Carnifexes hauling around guns, but where it really gets mean is if you're close enough for the Maleceptors to start melting some faces, and the Tyrants to chop you up.
The interesting dynamic that results from this is that trying to hold objectives other than their home one quickly becomes absurdly dangerous for either side, as they're very likely to lose whatever they commit with, and neither army is really packing that many sacrificial units - just a couple of units of Warriors from the Tyranids, and one unit of Kroot from the Tau (I guess the Tyranids can also maybe use the Venomthropes and the Tau can split off drones with Designated Tasking). That means unless they can use the objective movement to set up some sort of favourable position in one of the corners, this is going to be a low scoring game primary-wise, so where does it go from there?
I think a lot of that depends on how long the Harpies get to live. While they're on the table, the Tyranids have the ability to do big damage to the Crisis Teams with reach and a better story when things close in. Once they're gone, however, it's suddenly the Tau who can apply damage over time while suffering less retaliation, especially through use of Strike And Fade. In addition, the Tau have better routes for scoring secondaries just by grinding the enemy out of the game here - Bring it Down is maxable, and Grind probably quickly switches to favour them (or if they want to slightly gamble on the Harpies not going wild out the gate, TTL). The third secondary is definitely harder, but just low-balling Engage for ten might work. Over from the Tyranid side, Warp Ritual/Psychic Interrogation is free real estate here, but this list clearly wants to be playing Grind/TTL & Stranglehold and any version of that feels riskier here than normal.
A lot feels like it rides on how the game opens - if at least one Harpy dies without the Crisis Teams getting too beaten up, things look good for the Tau, if that doesn't happen then they might end up struggling. Past that, it's on both armies to be very judicious with how they ration out their units, and to ensure that they commit enough damage that whatever stuff the opponent does move forward with dies - with an expected low Primary score, accidentally giving up a turn of 8 or 12 is going to be a disaster.
The game did end up very low scoring - at least certainly by the standards of these two lists, both of which had a brace of very high scores under their belts (with Thomas in fact going in on 400/400pts from rounds 1-4). That suggests that both players understood that they had to play cautiously and carefully with their normally brutal lists, and the result was pretty close, with the Tau eventually taking it.
Result
Tau Victory - 75-64
Thomas Ogden - Tau - 1st Place
XV8 Crisis Battlesuit Team. Credit: Rockfish
The List
See Showdown
Archetype
Tau Sept Goodstuff
Why it's Interesting in 9th
OK fine, to be clear - "Whoops all Crisis Suits" as either Tau Sept or Farsight is still very strong as well, and gives you a very flexible and mobile army. Piloting it to success against the hardcore Leviathan menace suggests that Thomas was really using all these attributes to the max, giving a thoroughly deserved first place finish.
Matt Tarantine - Tyranids - 2nd ✪ Place
Hormagaunts. Credit: Rockfish
The List
Army List - Click to Expand
++ Patrol Detachment -2CP (Tyranids 9th Temp) [67 PL, 7CP, 1,240pts] ++
+ Configuration +
Hive Fleet
. Leviathan: Adaptive Adaptation (Leviathan)
+ Stratagems +
Rarefied Enhancements [-2CP]: 2x 1 Extra Bio-artefact
+ No Force Org Slot +
Zoanthropes [7 PL, 150pts]: Power: Neuroparasite, 3x Zoanthrope
+ HQ +
Neurothrope [5 PL, 100pts]: Power: Catalyst, Power: Hive Nexus, Power: Onslaught, Power: Psychic Scream, Relic: Resonance Barb
The Swarmlord [11 PL, 220pts]: Power: Catalyst, Power: Psychic Scream
+ Troops +
Hormagaunts [8 PL, 135pts]: 15x Hormagaunt, Toxin Sacs
Hormagaunts [8 PL, 135pts]: 15x Hormagaunt, Toxin Sacs
+ Elites +
Tyrant Guard [8 PL, 120pts]
. 3x Tyrant Guard (Lash/Cleaver): 3x Lash Whip and Bonecleaver, 3x Rending Claws
Venomthropes [5 PL, 105pts]
. 3x Venomthrope: 3x Toxic Lashes
+ Fast Attack +
Parasite of Mortrex [4 PL, -1CP, 80pts]: Stratagem: Hive Predator, Relic: Gestation Sac, Warlord Trait: Alien Cunning
+ Flyer +
Harpy [11 PL, 195pts]: 2x Heavy Venom Cannon
. Adaptive Physiology: Dermic Symbiosis
++ Patrol Detachment 0CP (Tyranids 9th Temp) [44 PL, 760pts] ++
+ Configuration +
Detachment Command Cost
Hive Fleet
. Leviathan: Adaptive Adaptation (Leviathan)
+ HQ +
Winged Hive Tyrant [11 PL, 190pts]: Lash Whip and Monstrous Bonesword, Power: Onslaught, Power: Psychic Scream, Relic: The Reaper of Obilterax, Warlord, Warlord Trait: Adaptive Biology
+ Troops +
Tyranid Warriors [4 PL, 80pts]
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior: Deathspitter, Dual Boneswords
. Tyranid Warrior (Bio-cannon): Dual Boneswords, Venom Cannon
Tyranid Warriors [8 PL, 105pts]
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior (Bio-cannon): Lash Whip and Bonesword, Venom Cannon
+ Elites +
Haruspex [9 PL, 170pts]
Maleceptor [9 PL, 170pts]: Power: Hive Nexus, Power: Neuroparasite, Power: Psychic Scream
+ Heavy Support +
Biovores [3 PL, 45pts]: Biovore
++ Total: [111 PL, 7CP, 2,000pts] ++
Archetype
Leviathan Goodstuff
Why it's Interesting in 9th
A few more unusual picks here amidst the standard Leviathan toolbox, most notably the Hormagaunts, who bring the ability to go very fast using Bounding Advance and still charge, throwing reasonably high volume melee with ObSec attached into whatever opposing stuff is skulking in ruins. Given that Craftworlds generally aren't bringing much indirect now, this can be quite handy for dealing with some of their keepaway nonsense as long as you can stage the Gaunts mid-board, and though I think two units might be an over-investment, I can certainly see one becoming a flex choice seen more widely. A cool choice from Matt that adds a bit of variety to the overall Tyranid field.
The Rest of the Best
Five players finished on 4-1 records. They were:
- 3rd - Manik Gudimani - Tyranids: Leviathan goodstuff with a big Warrior brick.
- 4th - Brad Chester - Craftworlds: Ulthwe Goodstuff with Falcons, lots of Aspect Warriors and some Wraithlords to hold the line, plus another appearance for a full Skyrunner Conclave.
- 5th ✪ - Joshua Minich - Tyranids: See Showdown.
- 6th - Lyle Dixon - Tau: Crisis-heavy Tau Sept.
- 7th - Anthony Hilla - Harlequins: Dark Saedath with lots of Troupes and Bikes.
Wrap Up
That's all for this week, but there will be plenty more exploration of the new metagame next time as the first GW US Open of the year comes around. The team will be bringing you all the hot news from that in my absence, so look forward to that, and best of luck to anyone taking part in the event!