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![[Post New]](/s/i/i.gif) 2014/02/18 01:06:13
Subject: Turn Two Tsunami Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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So I already posted this in THE Tyranid thread...but I thought I might put it out there for those who aren't tracking it.
HQ
-Dakkaflyrant
-Dakkaflyrant
TROOP
-15 Hormagaunts
-15 Hormagaunts
-15 Hormagaunts
-15 Hormagaunts
ELITE
-Venomthrope
FAST
-7 Raveners (Rending Claws)
-7 Raveners (Rending Claws)
-8 Shrikes (6 Rendings Claws, 2 Boneswords / Flesh Hooks, 8 Devourers)
HEAVY
-Trygon Prime (Maws Claws)
1850/1850
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This message was edited 4 times. Last update was at 2014/02/20 00:12:05
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![[Post New]](/s/i/i.gif) 2014/02/18 02:01:52
Subject: Re:Tyranids 1850 must Feed!
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Longtime Dakkanaut
Cheyenne WY
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Interesting! I'll have to ruminate for a while before I can offer an opinion...
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The will of the hive is always the same: HUNGER |
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![[Post New]](/s/i/i.gif) 2014/02/18 04:37:19
Subject: Tyranids 1850 must Feed!
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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All right...it's been pretty solid thus far...no matter what you focus down first...the list powers on.
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![[Post New]](/s/i/i.gif) 2014/02/18 15:53:19
Subject: Re:Tyranids 1850 must Feed!
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Longtime Dakkanaut
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Are you planning on reserving your flyrants, or counting on getting 1st turn or having LOS blocking terrain in your deployment zone? Because without a Bastion, I would lose a flyrant in 80% of games where I get 2nd turn, and lose both of them in about 30% of games (Steel Rain, Tau)
I've done some experimenting with Tyrgon Prime, and been unimpressed, but I like the way you are using him, and he might do well for you.
One suggestion I would have is include a single Venom. Drop 1 Shrike (or Rav) for it, and I think you will save more in the long term. At the very least it will make your opponent divert a part of its alpha strike, and at best it will increase the survivability of your Rav's and Shrikes. Line up your HGaunts in front of your Raveners / Shrikes and you get a 3+ cover against alpha strikes. Probably nobody is going to shoot at your HGaunts. If you go first, Run your Venom (9.5" move), and Conga-line just a little. 15.5 - 9.5 = 6" so you probably only need to Conga-line a single Rav / Shrike to get the benefit to help you weather the Alpha strike.
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![[Post New]](/s/i/i.gif) 2014/02/18 16:02:23
Subject: Tyranids 1850 must Feed!
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Definitely not a bad idea...on the venom. Going to lose a shrike for it.
Flyrants? I just hide them behind ruins or in corners...tau range is on the higher end of midrange weaponry...but it's by no means long range...at least...the dangerous stuff.
You should be able to stay out of range 1st turn...
Trygon Prime needs buddies to do well, and it should be rare that you pop him out of the ground. But he's actually been the least targetted unit on the board...Flyrants Raveners and Shrikes just scream shoot me in comparision.
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![[Post New]](/s/i/i.gif) 2014/02/18 17:28:19
Subject: Tyranids 1850 must Feed!
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Sneaky Lictor
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I have tested a few of these lists and played on recently to help a friend test his build. I like yours a little more than his. He had two trygon primes... less shrikes and a fewer horms...
Played against my WS bike list... which was just bad from the jump... the extra MC gave all the grav something to shoot at... and when the the trygons and shrikes were gone things went bad...
In this set up you are a bit faster and would be much harder to put down as grav and bug saves don't mix. Bolter fire won't be enough to put them down fast enough.. should be able to get into combat pretty quick... Might have to have him give it a go.
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- 4500pts: Shinzon Dynasty
3000pts: Hive Fleet Empusa
- 3000pts Rampagers |
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![[Post New]](/s/i/i.gif) 2014/02/18 19:32:17
Subject: Tyranids 1850 must Feed!
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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The Shrikes are huge...and I think that making that squad bigger than the Raveners squads is also a smart move.
Makes your opponent want to whittle down raveners first...which is a bad move.
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![[Post New]](/s/i/i.gif) 2014/02/18 19:56:18
Subject: Tyranids 1850 must Feed!
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Eternally-Stimulated Slaanesh Dreadnought
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Good luck. nice to see a different take on a "weak" codex.
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I have a love /hate relationship with anything green. |
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![[Post New]](/s/i/i.gif) 2014/02/18 20:14:42
Subject: Tyranids 1850 must Feed!
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Deuce11 wrote:Good luck. nice to see a different take on a "weak" codex.
I played Daemonhunters and regularly won..."weak" is indeed in the eye of the beholder.
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![[Post New]](/s/i/i.gif) 2014/02/18 21:12:41
Subject: Tyranids 1850 must Feed!
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Regular Dakkanaut
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I love it. Thinking outside the synapse box. This is what brings us to tier 1 (or at least gets us back in the game).
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![[Post New]](/s/i/i.gif) 2014/02/19 00:17:58
Subject: Tyranids 1850 must Feed!
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Bugs are not going to be top tier...but many of us are proving that we can get to the top of second tier with neurons and marines.
Maybe if IG and Orks start to shift Eldar out of the top spot and knock Tau down a peg we'll see some potential.
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![[Post New]](/s/i/i.gif) 2014/02/19 00:54:05
Subject: Tyranids 1850 must Feed!
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Brainy Zoanthrope
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What if you dropped your fa choices to 5 each, kept them rending and picked up a second trygon prime. I would outfit them like this..
Trygon prime- Miasma cannon
Trygon prime- Reaper/mawclaws and/or ymgal
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![[Post New]](/s/i/i.gif) 2014/02/19 01:33:16
Subject: Tyranids 1850 must Feed!
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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zaak wrote:What if you dropped your fa choices to 5 each, kept them rending and picked up a second trygon prime. I would outfit them like this..
Trygon prime- Miasma cannon
Trygon prime- Reaper/mawclaws and/or ymgal
I would need to lose 12 raveners to do this...baaaaaad.
I personally believe that a trygon prime is something you never...never take two of.
If you want more monstrous snakes...take a normal trygon or mawlocs
The rave ear squads also can't get any smaller without becoming ineffective.
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![[Post New]](/s/i/i.gif) 2014/02/19 08:43:53
Subject: Turn Two Tsunami Tyranids
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Huge Hierodule
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Interesting
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was censored by the ministry of truth |
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![[Post New]](/s/i/i.gif) 2014/02/19 12:54:31
Subject: Re:Turn Two Tsunami Tyranids
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Tunneling Trygon
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Seems interesting against a list with mainly strength shooting/death stars, but against anyone with a mass of S3,4,5 shooting you could have nothing bar flyrants left on the table.
The army seems all set to outrun the venomthrope bubble as they will all be starting on the front line and going flat out to try and get a turn two charge. There will be a lot of models out of cover with 5+/6+ armour saves .... Seems to be very terrain dependent. Flat table and you're toast.
I can though see it causing problems to non-gunline, elite lists and death stars so fairly anti-meta. You just don't want gunline Tau or another Nid players who's gone big on devourer gants.
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"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson |
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![[Post New]](/s/i/i.gif) 2014/02/19 13:03:21
Subject: Turn Two Tsunami Tyranids
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Sinewy Scourge
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Very similar to my list but I have 9 ravs, 9 shrikes and 20 gargs.
I have mawlocs and biovores as heavy at the moment but I might swap them out.
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![[Post New]](/s/i/i.gif) 2014/02/19 13:06:32
Subject: Turn Two Tsunami Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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My thoughts on a lone venomthrope...if he saved two models from death on the first turn, he has made back his points.
While this list has indeed has a tough time against Tau...it runs all over Eldar...haven't had trouble with serpents yet.
I also didn't think about that...but I agree that a devourer based bug list would shred some of these units.
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![[Post New]](/s/i/i.gif) 2014/02/19 20:43:12
Subject: Tyranids 1850 must Feed!
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Storm Trooper with Maglight
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ductvader wrote: Deuce11 wrote:Good luck. nice to see a different take on a "weak" codex.
I played Daemonhunters and regularly won..."weak" is indeed in the eye of the beholder.
Well just as a side note, Grey Knights that are in the shadow of the warp don't have a good time. Aside from being able to instant death your monstrous creatures, GKs are probably a good draw for Nids who can make Hammerhand, Leadership, and Force weapon activation way harder to pass. Just put some synapse creatures in their face and find ways to make them test leadership.
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![[Post New]](/s/i/i.gif) 2014/02/19 20:47:30
Subject: Tyranids 1850 must Feed!
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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rabidguineapig wrote: ductvader wrote: Deuce11 wrote:Good luck. nice to see a different take on a "weak" codex.
I played Daemonhunters and regularly won..."weak" is indeed in the eye of the beholder.
Well just as a side note, Grey Knights that are in the shadow of the warp don't have a good time. Aside from being able to instant death your monstrous creatures, GKs are probably a good draw for Nids who can make Hammerhand, Leadership, and Force weapon activation way harder to pass. Just put some synapse creatures in their face and find ways to make them test leadership.
Just realized that my comment wasn't very clear.
I was referring to how I actually fielded Daemonhunters as an army long before the GK book and did well with it, not that I beat them with bugs.
GKs vs bugs largely depends on the composition of both armies.
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![[Post New]](/s/i/i.gif) 2014/02/19 21:03:21
Subject: Turn Two Tsunami Tyranids
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Storm Trooper with Maglight
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Ah alright looking back at your post you can put as much blame on me for misreading it as yourself haha.
Without a solid gunline the GK will probably struggle if they need to advance into assault. They need to kill the fast moving synapse creatures from range and then move up the table. I've had a few games lately that have involved the two armies, but unfortunately they were both 2 v 2's.
One of then was Nids and Necrons vs. Blood Angels and GK and the BA/GK got absolutely slaughtered. It was an assaulty GK army and a BA list that relied heavily on reserves against a ton of monstrous creatures and a solid well rounded Cron list.
The other was Nids and Orks vs. IG and GK, and the latter won pretty comfortably. IG sat back and withered some MCs away while the gunline knights protected the front line from assault and purifiers took care of large ork units after their trukks/wagons got popped.
I haven't found Nids to be a walk in the park, they put out a surprisingly huge amount of shooting (typically from Flyrants and Carnifexes) that can math hammer small units of Terminators or PA Marines off the board with ease and handle light armored vehicles.
I wasn't trying to entirely dismiss your comment, just point out that (what I thought) that comparison with GKs might be a bit unique. I definitely agree that they are not a weak army, but certainly have some downsides.
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![[Post New]](/s/i/i.gif) 2014/02/19 23:24:52
Subject: Turn Two Tsunami Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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The only reason that people view bugs as weak at all is because tau is so commonplace right now...and excels at killing bugs.
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![[Post New]](/s/i/i.gif) 2014/02/19 23:32:30
Subject: Turn Two Tsunami Tyranids
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Unrelenting Rubric Terminator of Tzeentch
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I like it man, keep on keepin' on. So wish I had the models to play this. Although.... I might be closer than I think. Got tons of the little gribblies so that's not a problem. Converting up 8 shrikes from 9 warriors shouldn't be hard. Raveners, ho!
You should post a batrep.
Do you start trygon on or off the field primarily?
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"Backfield? I have no backfield." |
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![[Post New]](/s/i/i.gif) 2014/02/19 23:38:36
Subject: Turn Two Tsunami Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Trygon on the field...everyone on the field...do not attempt to reserve anything in this list...that is pretty dang vital.
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![[Post New]](/s/i/i.gif) 2014/02/19 23:41:27
Subject: Tyranids 1850 must Feed!
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Boom! Leman Russ Commander
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ductvader wrote:All right...it's been pretty solid thus far...no matter what you focus down first...the list powers on. How've you done against tau? I think you might struggle against my list, but that's because my overwatch can kill and I'm pretty decent in assault. (save for WS2.) I can also kill those beasts pretty quick.
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This message was edited 1 time. Last update was at 2014/02/19 23:43:17
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![[Post New]](/s/i/i.gif) 2014/02/19 23:58:53
Subject: Turn Two Tsunami Tyranids
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Dakka Veteran
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Just out of curiosity what would you think of a different take on the composition of a turn 2 list below?
HQ
- Dakkaflyrant
- Dakkaflyrant w/ Hive Commander
TROOP
- 15 Hormagaunts
- 15 Hormagaunts
- 15 Hormagaunts
- 30 Devilgaunt's, outflanking
ELITE
- Venomthrope
- Zoanthrope w/ Dominion
FAST
- Crone
- Crone
HEAVY
- Trygon Prime (Maws Claws)
FORTIFICATION
- Comms Relay
1. Put the Prime and Outflankers in reserve
2. Start the FMC's on the board. On your first turn fly the FMC's off the board.
3. Turn 2 (in theory) everything comes onto the board - 4 x FMC's, 2 x Crones, 1 x Prime and 30 x Devilgaunt's.
4. Profit!
I'm not sure on the exact point's values, I am unsure if it's worth having hormagunts. The Venomthrope is also to stand next to the Zoanthrope and will need a conga line to it, just to help the little bugs survive a turn.
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This message was edited 1 time. Last update was at 2014/02/19 23:59:49
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![[Post New]](/s/i/i.gif) 2014/02/19 23:59:17
Subject: Turn Two Tsunami Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Tau and DEldar definitely the toughest matchups...
Many lists will run over me.
But I've been seeing many more wins than losses.
Remember that weapon skill 2 only hits my army on 5s in assault...haha.
Some of the credit to the list must go to Centurian99...his slaanesh chariot list encouraged me to build a similar meat grinder.
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![[Post New]](/s/i/i.gif) 2014/02/20 00:01:37
Subject: Turn Two Tsunami Tyranids
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Dakka Veteran
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The best thing about your list is that it's an in your face CC list which I like and the Shrikes and Raveners are frekin cool looking models im glad you have found a way to use them!
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![[Post New]](/s/i/i.gif) 2014/02/20 00:05:58
Subject: Turn Two Tsunami Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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@bodazoka
The loss of shrikes is heavy...it instantly means that your trygon prime is the lynchpin for your Hormagaunts and makes him a much bigger target.
I'd lose the Zoey, a crone and turn 15 devilgants back to stock to pick up 7 rending shrikes.
30outflanking devil grants can wipe a squad of fire warriors with only 15 Devourers...be sure to keep them behind the flesh borers. Automatically Appended Next Post: bodazoka wrote:The best thing about your list is that it's an in your face CC list which I like and the Shrikes and Raveners are frekin cool looking models im glad you have found a way to use them!
I personally love it because it's almost equal parts shooting and combat.
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This message was edited 1 time. Last update was at 2014/02/20 00:13:34
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![[Post New]](/s/i/i.gif) 2014/02/20 07:27:59
Subject: Turn Two Tsunami Tyranids
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Dakka Veteran
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Thanks for that ductvader I do like your mod's to that list I posted.
As I said your list will absolutely make your opponent crap themselves at the end of turn 1 when they know what is about to happen to them! even a fairly decent player is going to be totally shocked! haha Do you think you are a bit vulnerable to going second and giving an opponent two turns of shooting? that is why I went the reserve rout first.
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This message was edited 1 time. Last update was at 2014/02/20 07:41:08
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![[Post New]](/s/i/i.gif) 2014/02/20 13:05:19
Subject: Turn Two Tsunami Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Like I said, your main problem will be Tau, with a 30" danger zone, they'll may get you twice.
You can a lot of this with a forced flank and holding units off the front of your deployment line.
Anything that means that you're only allowing your opponent to shoot with half his force first turn (and probably got him to move closer to you)
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