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Made in de
Regular Dakkanaut




I'm fighting against my buddies' footslogging orks again on Sunday. I lost the last couple of matches, and decided to up the ante a little. Just small things, I'm not out to completely cheese him over in a match amongst friends, but for example I decided to actually give my winged Hive Tyrant 2x Twin-Linked Devourers (which should kill about 8 boyz or so per turn) instead of the usual double Scything Talons he had last time (which got him killed by hidden power klaws in two rounds of close-combat).

So, any suggestions or things I should change?

HQ: Hive Tyrant w/ 2x t-l devourers, wings, Warpfield - 176
I'm not sure if I should keep the warpfield. I mainly took it for the inv save, but even then 6+ sucks. With 35 points, it's a huge point sink.

HQ: 3 Warriors w/ Extended Carapace, Enhanced Senses, 3x Scything Talons, 2x Deathspitter, 1x Barbed Strangler - 95
I think the barbed strangler might be excellent against the ork hordes, not sure if I should invest in Toxin Sacs as well (since then I'd have to buy them for the entire mob)

Troops: 2x8 Genestealers w/ Flesh Hooks - 272
I decided to ditch the Extended Carapace, since I've got a lot of 4+-cover on our Cityfight board... which is also the reason why I added the Flesh Hooks.

Troops: 2x8 Termagaunts - 96
The 1 extra point for fleshborers is worth it against orks, in my opinion.

Troops: 12 Hormagaunts w/ Toxin Sacs - 144
These guys are supposed to hang around out of view and attack whatever mob of boys gets whittled down. With the toxin sacs, I hope they will be able to kill most of the boyz in their killzone before they get a chance to reatliate.

Heavy: Zoantrophe w/ Synapse and Warp Blast - 65
More cheap Synapse, and a deff kan killer.

Heavy: Carnifex w/ Venom Cannon, Barbed Strangler, Enhanced Senses, Spine Banks - 153

Comes out at 1001 points. Thoughts and suggestions? Also, which stratagems would you recommend? I'm thinking about keeping the genestealers in reserve and taking sewer rats.
   
Made in us
Swift Swooping Hawk






Do you have an idea what kind of orks you'll be fighting?
I run an ork army that has a ridiculous amount of shooting in it (shootas, lootas, big shoots on dread and kans), so the funny thing is
that I ended up outshooting a space marine army, due to crappy save rolls on his part and lots of dice to roll on mine, he lost 1/3 of his army by turn 2 just from shooting.

If he's mostly close combat then you should load up on barbed stranglers for the ork mobs, and either venom cannons or warp blasts for any vehicles he may pack.
The other thing is that for a tyranid force, you're not packing much in the way of troops it seems, even for 1000pts. If you want those guants to do any good, Id put more in the squad.
Supported by the winged tyrant (without the 35pt waste) could really tear him up at a crucial moment.
Also the winged tyrant could go for any dreads/kans that are heading towards your guants/stealers.

Id definetly look at more troops. Bugs seem to do well with numbers on their side. Of course......so do Orks.
It's gonna be a mighty empty table by turn 6 no matter what happens. Hopefully this was some help.


let the galaxy burn

Let your passion for battle burn like the fires of the forge. 2000pts and growing!

starting up! 
   
Made in de
Regular Dakkanaut




OK, I removed the warpfield and put in 6 more termagaunts intead (so the 2 gaunt units are now 11 strong each). I'm at 56 models in the army now. My ork opponent will most likely bring: 20 shootas, 20 sluggas, 10-15 stormboyz, a deff kan, 3 killa kans, warboss with retinue, some burna boyz and a couple grots. He MIGHT also bring a wyrdboy, 3 bikes or a snotzogga, though I think he hasn't finished painting these units yet.
   
 
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