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![[Post New]](/s/i/i.gif) 2011/02/09 12:48:14
Subject: 1000 point tyranids
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Regular Dakkanaut
NSW Australia
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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?
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This message was edited 1 time. Last update was at 2011/02/09 12:52:07
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![[Post New]](/s/i/i.gif) 2011/02/09 14:20:21
Subject: 1000 point tyranids
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Infiltrating Broodlord
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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.
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Every molecule will be useful
6000+ pts NIDS
( ) 2000 pts growing to 4000... |
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![[Post New]](/s/i/i.gif) 2011/02/10 12:16:00
Subject: 1000 point tyranids
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Regular Dakkanaut
NSW Australia
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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
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![[Post New]](/s/i/i.gif) 2011/02/10 14:53:35
Subject: 1000 point tyranids
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Infiltrating Broodlord
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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.
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Every molecule will be useful
6000+ pts NIDS
( ) 2000 pts growing to 4000... |
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![[Post New]](/s/i/i.gif) 2011/02/11 01:20:02
Subject: 1000 point tyranids
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Regular Dakkanaut
NSW Australia
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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
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![[Post New]](/s/i/i.gif) 2011/02/11 01:59:14
Subject: 1000 point tyranids
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Tail-spinning Tomb Blade Pilot
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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.
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![[Post New]](/s/i/i.gif) 2011/02/11 02:09:29
Subject: 1000 point tyranids
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Regular Dakkanaut
NSW Australia
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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)?
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![[Post New]](/s/i/i.gif) 2011/02/11 04:25:46
Subject: Re:1000 point tyranids
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Hurr! Ogryn Bone 'Ead!
Golden coast games, shelton Connecticut
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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
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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 |
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![[Post New]](/s/i/i.gif) 2011/02/11 09:03:38
Subject: Re:1000 point tyranids
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Infiltrating Broodlord
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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.
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Every molecule will be useful
6000+ pts NIDS
( ) 2000 pts growing to 4000... |
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