Hi people,
I just tried the leviathan_v3 list below against a core necron list with some variations (asdepicas will give better detail on the contents, but there was an abbatoir, just 1 pylon, about 4 obelisk+monolith groups, 1 trio of monoliths and 3-4 infantry with leader and pariahs):
TYRANID LEVIATHAN v3.0 ARMY LIST (3000 POINTS) 4 X Core groups (1350) - 1 x Horde swarm - Domina 450 o 1 x Dominatrix 400 o 4 x hormagaunts 50 - 3 x Horde swarm - Slaver 900 (300 each) o 1 x Tervigon 125 o 2 x Tyranofex 125 o 4 x hormagaunts 50 4 X Support groups (1650) - 1 x Imperator prime (most valuable formation) 600 o 1 x Hierophant prime 350 o 1 x Hierophant 250 - 1 x Hierophant prime 350 - 1 x Hierophant prime 350 - 1 x Hierophant prime 350
I've lost on the 3rd turn (2-0) after having some bad critical results in the big guys, so being unable to control territory enough, and with the abbatoir keeping just two wounds after around 20 saves.
To tell the truth, the army was just an experiment to check how unbalancd a deeply war engine based formation in leviathan could be (what the Hive Mind sends for breaking high fortifications and wrecking cities mainly). My idea was to see tyranofexes and bio-titans having units heads down in their cover, while the enemy had to go through a curtain of gaunts, until the bio-titans could arrive and open the gap. The experiment went better than expected, but not overkilling at all.
Great points in the army: - Very disuasory view, with so powerful activations that the enemy doesn't really know where to go. - Good firefight punch, compared to the tyranid usual. - Fearless is unvaluable, being most probably the main thing making a pointed firefight disband your line It really looks quite like with the tyranids in WH40k when the units have to be destroyed to the very last, with costly expenses. - Gaunts are a great screen for the big guys: the enemy disregards them most of the time, as they aren't dangerous enough, but their death in assault saves the core, and you can replenish with the tervigons. - Everything is synapse, so it's easy to regroup.
Weaknesses: - Not to many activations, so easily rounded against some armies and not much left to cover the objectives. - You can't put any unit to far from the other, or synapse creatures won't retake the falling formations into them. - Critical hits is what balances fighting against such an army (every hit is a pain, be it for the extra wounds, which make your regeneration go to shit, or because some important creature dies horribly, with all his extra points). - Firefights are still a problem for the tyranids (which is fine); even with a good number of shots, the 5+ still hurt. Skimmers become a real problem. - No AA, as quite usual in a tyranid army (although it doesn't seem really horrible, as the spare BMs put by aeroplanes wouldn't have been a real different, and you're fearless, so no extra hits), and the extra impacts wouldn't have been to bad. - Titan killers put your core to rubbish. - No way of really damaging far shooters (need to include something, hopefully with firefight, that can control a distant target) or taking easily distant points: need something more movable (I paid very expensively some errors on early movement, indeed, trying to destroy never dying monoliths...).
Surprises for the necrons: - Once you find the way to combat them, you're way better than the big guys in assault. - The pylons are so worth of their cost when the enemy has war engines everywhere (they're just good at disuading, and so painful). - The abbatoir is so resilient (DC8, living metal, fearless, 11x [CC2+ OR firefight5+]) and a gosh darned firefight supporter for holding onto the middle area of the table.
Next list to try is a Tyranids_v10, to check for some differences. I hope you liked it.
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