.: Army lists ::

Sample Army Lists from fellow Hive Minds

The following is a list of Hive Swarm armies from fellow Hive Minds.

If you have an army list you would like to show the world (or at least the cool kids who look at the site ;) then email me your list and I'll be sure to post it.

Marsh Viper :

1700 pts
(special combined force for a local tourny.)

Post you feedback on this Army list in the Forums.

AG:

797 pts
(special combined force for a local tourny.)

997 pts
(Having looked through the site again, I found everyones army lists, and said what I felt could be improved in the forum. I now give others the chance to pull mine apart. So here's the first, a 1000 point generic force. I was going to give the 2000 as well, but just realised that I've made a mistake.)

1993 pts
(Right, here's the 2000 point list.)

Comments:

please send me (Daigen) an email with comments or post them on the Forum and I'll paste them here

Daigen:

1003 pts
(one version of Hive Fleet Typhoeus. Trying some different things with this one. This list will be going up against the Tau.)

998 pts
(one version of Hive Fleet Typhoeus. Built this list based on the comments and tactics from fellow Hive Minds.)

1002 pts
(Similar to the list above but replaced the Behanaut for some extra umph!)

Comments:

Just looked at the army lists. A few points need to be made. Firstly, Winged Tyrants. Although the warp blast is ever so tempting, be sure you're using it on the right models. Having a winged tyrant, you want it to be in H2H by turn 2. That means you're only going to use this power once in the battle. Once into H2H, you're not going to be leaving it, that's the whole point of a winged tyrant. If you can shoot at them, they can shoot at you... If you're using it because you can shoot at the enemy before you enter H2H, then maybe, but remember that you won't get your additional attack for charging, and the kills won't count toward H2H victory. This counts for quite a few of the lists, think about using those points to bolster your troops.

With the warriors, if you're just using deathspitters and venom cannons, then why give them toxin sacs. Again, these points can be spent elsewhere, and having high strength weapons isn't that useful if they a) don't instant kill tougher creatures, ToxSacs take the wpns to S6 & 7, so only take these if you're going to be up against T3 creatures, and you don't think your gaunts can handle it. I've got to admit, S6 deathspitters could be useful against low armour enemies like eldar, gaurd and orks. Against Tau however, the S6 venom cannon instant kills, and a S5 deathspitter wounds as easily as a S6, and they get their saves on either.

Doker:

739 pts - Updated version of the list below. (Hmm not to much but i have only collected them since christmas).

875 pts

Comments:

With only 875 points, I feel that you've put too many into the stealers, lictor and warriors. You need more gaunts to absorb enemy firepower. The 'stealers will get torn apart unless your opponent sees bigger threat, and the lack of gaunts means that even if they do get into combat, they're likely to be outnumbered. Gaunts work only in large numbers, their stat line is really not that great in H2H, and if they're only present in small groups, then a counter charge will wipe them out. Warriors only have a 4+ save, even with ext carapace, and with only T4 and no movement mutations (leaping or wings), they're easy meat to any heavy weapon. Even bolters/pulse rifles will tear through them in a relatively short period of time.

The mutable genus gaunts- make up your own name for them, that's the whole point- they're your troops.

Finally, the Biovore. Only take one, or at most two types of spore mine. You can only fire one per turn, that's six in a fairly long game. Are you really going to get that much use out of them? Against IG, orks or eldar, take frag. The S4 and AP 5 means that you'll be wounding on a 3+ and most of their troops won't get a save.

Against Tau, use poison mines, always wound on a 4+ and an AP of 4. This rips through Fire warriors and Kroot like a scythe through corn. The bio acid is too expensive and too unpredictable for my liking. The only use I've found for it so far is anti vehicle, as it tends to completely miss troops as often as hit them. ~AG

George Tinkham:

1999 pts
(and im thinking of breakin the warriors and raveners into 2 squads
so i have 2 warriors squads and 2 ravener squads)

1961 pts
(ok i got this now maybe i could make the death warriors close combat monsters? 6 Warriors Strength Innitave Carapace)

Comments:

Have your raveners ever actually survived past turn 2? 180 points for four models that only have T4 and a 5+ save is too much for my tastes.

As for the gaunts, have any of them got leaping? if not, how do they survive long enough to make it into combat. If I was facing your force I would focus fire on the HT and warriors for the first turn or two, (believe me, this will normally kill them), then turn my attention to raveners and gaunts. If you only have a single hive node in each brood, then your opponent will start using blast markers etc in order to kill it. Once gone, your gaunts are history, as they will only have a Ld of 5. Either get more hive nodes, or make them faster. The need to be an imminent threat, if not, they'll be ignored for jucier targets for the first couple of turns. I think that's about it, I really didn't mean to insult anyone, and if it has been taken this way then I apologise. I am merely expressing my opinion. I will try to get 1000, 2000, 3000 and 4000 point army lists put together from my own forces, allowing you lot to dissassemble my force in a like manner as soon as I can. Once again, I stress that these are simply my opinions, so feel free to ignore me completely. ~AG