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.
3 Zoanthropes
3 Warp Blast
3 Psychic Scream
Total 195
Total 1748
I wanted something else other then space elves so I started tyranids since I thought aliens and starship troopers was cool and its fun to watch buggies kill marines.
I went with the gunwall big bugs assault with gene stealers theme since its alot easier strategy wise to handle. A problem I had when I used to play tourneys is I would get a headache a couple hours in and have terrible games after that.
Unit Selection
2 Walking Tyrants with twin linked devourers and Venom cannon for some range and anti vehicle as well as close range anti troop. I forgo the winged tyrant because unless you can have two of them the winged tyrant tends to get shot up or ganged up on in assault and really needs support. Its the same deal with fantasy you always want to back up your dragon with fast calvary and chariots but with tyranids all the other big bugs are slow as molassis and running out your genestealers without cover isn't the brightest move in the world. 1 Tyrand Guard each gives them extra survivability. Psychic scream is really nice because it helps prevent assaults against the bug wall.
elites
3 standard dakka fexes. lots of anti troop firepower
troops
genestealers because they are the best assault troop type and I didn't feel like painting a ton of gaunts. extended carapice cause there sure is alot of ap5 out there and it helps survive in melee too
heavy support carnifexes with venom cannon and barb strangler - venom cannon for anti tank and barb strangler for the template for hitting the troops around the tank.
zoeys for more anti tank and more templates. I like them better then a 3rd heavy carnifex because they can be spread out and the psychic scream with a focused gunwall is really nasty. I used to have one of them have synapse but changed it up for more psychic scream.
Strategy
Gun Wall with the big bugs and zoeys witch hide the genestealers till you can get in range for assault.
Not as fun as Eldar but it seems a bit more consistent.
Issues
Necrons and their AV14 monoliths are a serious pain in the neck. I try and kill everything else but they keep resing and teleporting around. I hate playing necrons with Eldar too.
Land Raider and mostly Terminators Chaos - this one is also pretty annoying as I have a hard time killing land raiders and they get a whole bunch of hard to kill 2 save terminators and then deepstrike in behind the gun wall too and I'm in alot of trouble cause they shoot up my gene stealers.
Haven't played this army as much lately though. Hoping to get some more games in but I just like Eldar more but boyfriend insists this list is more competitive then Eldar. That eldar is inconsistent.
I would give the vennom/barb fex a 2+ save...its better then a extra wound... its good agains missle launchers and heavy bolters etc..
get a few raveners instead of a unit of genestealers.. you can only block about two units of genestealers so its better to get 3x1 ravener to tie up units.. the function as a sort of small lictor..
Implant attack is only useful when you are attacking multi wound models. The vast majority of your enemies will be single wound. If you are going to hide your stealers behind your MCs and use them for counter attack then naked stealers are best.
Look around these forums. NidZilla has been discussed many many times here.
Scuttlers... Allows you to move after deployment. This will help out alot if you get the first turn, and if not, you can move back around cover to throw off who your playing against.
I feel that the extra wound is better because it is always there. No one is going to shoot you with a strength 12 weapon and insta kill a big bug. 2+ armorsave while nice is penetrated by ap 1 and 2 weapons which also tend to be high strength to get by toughness 6. If I was going to 1850 or 2000. I might add the 2+ wound.
I find that the extended carpace seems to be worth it for stealers regardless of if I hide them behind the big bug wall or in cover fairly often. All it takes is focused fire to drop a big bug and then they are firing at your stealers. Its better if they have a save against bolters.
Might have to give Raveners a try.
Have not tried out implant attacks of scything talons. They are expensive enough already and it makes sense to spend a little more to make them more survivable but if you want more kills why not just get an extra body.
I thought about Scuttlers and I made a post about it before. Have not tried out scuttlers. Been mostly been playing Eldar lately instead of this army. Scuttlers and the one turn assault gimic is avoidable by good set up and I am not sure if its quite worth the additional points.
Points are pretty tight since the big bugs cost so much.
I actually like it all walksies as the flygrant tends to get singled out all by his lonesome and requires support. Also haven't decided on good wings for my flygrant yet. I have some old high elf dragon ones that look not all that good.
This message was edited 1 time. Last update was at 2008/02/28 19:02:36