Switch Theme:

1000 point tyranids  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Regular Dakkanaut



NSW Australia

HQ:
Tyranid Prime, boneswords and adrenal glands, scything talons: 95

Troops:
10 x genestealers – 140
19 x termagaunts, mycetic spore – 135
20 x termagaunts – 100

Elites:
Doom of Malan’tai, mycetic spore - 130

Heavy support:
2 x Trygon – 400

Alteranatively I could use 2 hive guard or zoanthropes instead of the doom of malantai. I was also wondering if termagaunts in a mycetic spore can have a tyranid prime with them asl ong as they don't exceed 20 models?

This message was edited 1 time. Last update was at 2011/02/09 12:52:07


 
   
Made in it
Infiltrating Broodlord





Italy

Nid's IC can't use Spod so no, you can't deploy a Prime with the Termagants in the spore.

Yours 2 Trygons sounds really good in a 1000 points game. Even the cheaper HQ Prime is an economical nice choice but all the rest need some serious fix.

Stealers are nice but all depends how do you will use them.
Want you infiltrate them or outflank? Remember that you don't have bonus on reserve rolls.

The Termagants in spod is an easy way to save a little troop for the contesting fase late in the game but during the earlier turns you'll need something to safely camp on your home obj.

Have you considered a Tervigon?

Exchange with no regret the Doom for Hive Guards. Try even to take 4 of them.

Just ie:

HQ - Tervigon - Adrenal Glands - Toxin Sacs - Catalyst. 195
EL - 2x Hive Guards. 100
EL - 2x Hive Guards. 100
TR - Tervigon - Adrenal Glands - Toxin Sacs - Catalyst. 195
TR - 12x Termagants. 60
TR - 10x Stealers. 140
HV - Trygon - Adrenal glands. 210

The HQ Tervigon will walk on as the Hive Guards. Everybody preceded by the Termagants.
This way, apart the poor Termagants (that will have FnP), the Guards and the Tervigon will gain cover saves.

Tervigon <-- Hive Guards <-- Termagants (FnP) <-- adversary LoS

Obviously generate Termagants with this Tervigon also, first to keep in function the cover's chain and second to contest some obj in the other side of the table late in the game.

The TR Tervigon will camp on you Home obj. generating Termagants (build up a body-wall around this obj. to avoid CC assault directly on the Tervigon and deploy the differents generated units in parallel to profit of counterattack).

The Trygon will run on a side (just keep her in synaptic range during the advance).

The Stealers is up to you. You'll can keep them in reserves or, eventually vs slow slow adversaries, infiltrate them. In both cases pay attention.

Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in au
Regular Dakkanaut



NSW Australia

Here's my new list for review :3 thank you for your help so far

HQ:
Tervigon – 160

Troops:
10 x termagaunts – 50
Tervigon, catalyst, toxin sacs – 185

Elites:
2 x hive guard - 100
2 x hive guard - 100

Heavy support:
2 x Trygon – 400
   
Made in it
Infiltrating Broodlord





Italy

I like Trygons and I lately alwais take at least 2 of them with me.

But hey.. not in 1000 points game.

I still advice you my previous list.

Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in au
Regular Dakkanaut



NSW Australia

what's wrong with taking two? is it too cheesy? Or does it affect your model count too much? maybe I could replace one trygon with 3 zoanthropes
   
Made in us
Tail-spinning Tomb Blade Pilot






Give them glands and sacs. Then all the spawned gaunts will have glands and sacs too. Also give catalyst to themso your gaunts can be given FNP. Your new list suffers from having 18 models.

Gibbsey wrote:ALL HAIL OLLANIUS PIUS! THE PATRON SAINT OF MEATSHIELDS!

1000 pt Angels of Damnation 1-0-0 2,500 pt Vulkan's Fist 0-0-3 1,850 pt Krazykan's Junkyard Strike Force 5-1-5 650pt Tanksgiving Turkey Cookers 1-0-0 Starting Necrons Soon  
   
Made in au
Regular Dakkanaut



NSW Australia

I am curious if I give a tervigon toxin sacs does that mean it needs a 4+ to kill marines in assault (even though it'd only need a 2+ without them)?
   
Made in us
Hurr! Ogryn Bone 'Ead!




Golden coast games, shelton Connecticut

From what I've heard giving a Tervigon adrenals and toxin will give all units created the same feature correct me if I'm wrong but that's wat I've understood

2000pts of
3500pts of
Charles Darwin wrote:It is not the strongest of a species that survives, nor the most intelligent. It is the one most adaptable to change, that survives
 
   
Made in it
Infiltrating Broodlord





Italy

Neroku wrote:From what I've heard giving a Tervigon adrenals and toxin will give all units created the same feature correct me if I'm wrong but that's wat I've understood


Exactly.

Tervigons are really passive units. You wouldn't want them in combat if possibile but you'll be almost forced to advance with them and soon or later they will fight.
Toxin Sacs isn't properly necessary for them but is a very great option for the generated Termagants as Adrenal glands.

The regular/standard/logical/almost mandatory setup for Tervigons is Adrenal Glands, Toxin Sacs and Catalyst. Eventually Crushing Claws.
If you don't want to take this upgrades drop the Tervigons for some other troops selection.

Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
 
Forum Index » 40K Army Lists
Go to: