| 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. |
|
 |
![[Post New]](/s/i/i.gif) 2008/08/21 00:01:51
Subject: 2500 Tyranids for Ardboys
|
 |
Longtime Dakkanaut
|
HQ
Hive Tyrant 219
Winged, Warp Field, Adrenal Glands +1 I, Adrenal Glands +1 WS, Toxin Sacs +1 S, Scything Talons x 2, Toxic Miasma, Acid Maw, Implant Attack
Hive Tyrant 149
Enhanced Senses +1 BS, Toxin Sacs +1 S, Venom Canon, Twin Linked Devouer
Retinue
3 Tyrand Guard
Total 278
HQ Total 503
Elite
Carnifex 114
2 x Twinlinked Devouer, Enhanced SEnses +1 BS, Flesh Hooks
Carnifex 114
2 x Twinlinked Devouer, Enhanced SEnses +1 BS, Flesh Hooks
Carnifex 114
2 x Twinlinked Devouer, Enhanced SEnses +1 BS, Flesh Hooks
Elite Total 342
Troops
8 x Gene Stealer 192
Extended Carapace, Scuttlers, Flesh hooks
8 x Gene Stealer 192
Extended Carapace, Scuttlers, Flesh hooks
8 x Gene Stealer 192
Extended Carapace, Scuttlers, Flesh hooks
16 x Spinegaunt 128
Without Number
16 x Spinegaunt 128
Without Number
Troop Total 832
Fast Attack
5 Ravener 200
Scything Claws + Rending Claws
Fast Attack Total 200
Heavy Support
Carnifex 208
Enhanced Senses +1 BS, Venom Canon, Barb Strangler, Reinforced Chitin +1 W, Bonded Exoskeleton +1 T, Extended Carapace +1 SV
Carnifex 208
Enhanced Senses +1 BS, Venom Canon, Barb Strangler, Reinforced Chitin +1 W, Bonded Exoskeleton +1 T, Extended Carapce +1 SV
3 x Zoanthrope 195
Warp Blast + Synapse
Total 195
Heavy Support Total 611
Total 2488
Have to figure out what to do with like 12 points I guess I could put like Spinebanks on my heavy fexs but those wouldn't get much use.
Flying Melee tyrant - I prefer the melee tyrant rather then the dakka tyrand because the melee tyrant is a better character killer and is better in nid vs nid match ups if it can get in melee. Is set up for character killing and killing multiwound models. Maybe the enemy -1 WS is worth it considering taking it but that just makes it more expensive. Considering switching to a Dakka Tyrant as he does get shot down pretty quick esp without consolidation into combat rules but need some way of dealing with nuts characters and he kills other monsterous creatures very well.
Walking Tyrant - Venom cannon and devourers was good for poping lower av vehicles as well as shooting infantry in 4th edition. Considering giving him 2 twin linked Devourers instead but the Venom cannon does give him some reach if I have to sit him back on my objective with some gaunts. I give him the full 3 guards for max survivability.
Elites
Daka Fexes - the standard, I give them flesh hooks to climb buildings if need be.
Troops
Gene stealers - always give them extended carapace for the extra save. skuttlers is nice to outflank or to get a charge in sooner and flesh hooks for striking enemies in cover or going up buildings. pretty expensive but pretty deadly as well.
Spinegaunts - without number to come back for objective holding. Replace the rippers I used to run since troops only are scoring. 16 is a decent squad size.
Fast Attack
Raveners - with 5 attacks and rending on the charge each they are pretty good can dish it out but not to good at taking it. Usually hid them behind monsterous creatures till I can get them into assault.
Deep striking is pretty risky and they can get shot up pretty bad or dead if your roll bad for deep striking. Generally don't deep strike them unless I see like basilisk/whirlwinds ordinance or something I need to kill ASAP. Don't take the devourer on them because it makes them really expensive and they might remove the front line so you don't get to assault.
I'm thinking I might dump these as they give up kill points too easily.
Heavy Support
Gun fexes - pretty standard other then the +1 wound that I always give them and I give them +1 toughness and +1 save for added surviability against like plasma and missles.
Zoanthropes - mainly for warp blast, the str 10 shot although it only has 18 range can actually penetrate so is needed against high av vehicles since the venom canon only can glance. The ap 3 template is pretty good against MEQs as well. I give them synapse since Gaunts need synapse and I don't like them getting insta killed.
Worked ok in the test games I played beating a Marine list and a terminator spam list but Chaos 6 Land Raiders with Terminators with Heavy Flamers and Lash Princes was a serious pain. Need to do more 5th testing.
|
|
This message was edited 1 time. Last update was at 2008/08/21 18:27:14
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/21 07:00:11
Subject: Re:2500 Tyranids for Ardboys
|
 |
Tough Tyrant Guard
|
Last time I faced a nids it was at 2250 and I had a dev squad with ten men and four missle launchers. I add a techmarine to the unit to make sure they hit four time plus the bolter fire. Needless to say I was dropping a MC if not two a turn from heavy fire. At 2500 point your going to see at least one or two units of Dev squad in marines because of 5th ed now.
The next thing to look at is your gen squad and that they just seem to small to really worry about. Granted you can flank I would still look at keeping an eye on these units and or adding a few more bodies. Even if you run them behind your guants your still need at least 12 so that you can take some wounds while you save on a four plus. I would just use standard Gen for this task as you can buy a few more with out the save upgrade.
Lictor at least one please,,,, Most do not like them because of there point total but I still say they are far better that what most make them out to be.
Your call though because you know whats going to be showing up at your local store.
Also with True LOS is going to be tuff to protect MC and the one I am thinking about mostly is the Flyrant.
Best of luck
With the 5th ed rules you could just run a horde army with a wall of guys that get bigger and bigger so that your entire army gets a four plus.
Guants, Hormies, gen, warrior, ravs, MC---
|
Biomass
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/21 15:01:45
Subject: 2500 Tyranids for Ardboys
|
 |
Regular Dakkanaut
Houston, TX
|
This is a very good 4th edition list. 5th has changed the game however, and there are a couple of mods that I would suggest.
Your ravenors are worth 3 kill points, and don't hit nearly as hard as they used todue to the rending nerf. I'd recommend making them 1 unit of 5.
I'd also move the dakkafexes to heavy and use the barbed strangler/scything talon fex for your elites. This allows your weaker fexes to sit back and shoot while the heavily armored ones advance into range.
Finally, I pulled the Flyrant out of my list and put in a second walking tyrant w/ 3 guard. Being able to take cover saves from gaunts is a huge upside.
|
No matter how powerful the wizard, a dagger between his shoulder blades will really cramp his style --Steven Brust.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/21 15:37:56
Subject: 2500 Tyranids for Ardboys
|
 |
Longtime Dakkanaut
Brotherhood of Blood
|
Ravenors just don't make thier points in 5th. Your better of with flying/leaping 10 base ripper swarms if your looking for a FA slot. Put them up front to screen things behind them. I also think the gun/snipe fex is less than optimal in 5th. Warrior squads with deathspitters at strength 6 templates going everywere are not half bad either.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/21 18:24:48
Subject: 2500 Tyranids for Ardboys
|
 |
Longtime Dakkanaut
|
The 8 stealers squad size has worked for me for awhile. The carapace is there for those times when you don't get a cover save like after you kill a squad and are in rapid fire range of another.
Lictors aren't all that reliable. They also have the problem deepstriking into cover. They need to faq this.
I did run a group of lictors with a brood lord and retinue in my fun list. They are not all that consistent.
I thought MCs don't get cover saves from Gaunts as you have to cover 50% of the model.
Considering dumping the Raveners for more spinegaunts but I don't own any would need to buy more and don't like how the Gaunt boxes don't come with options to make all of one type. I could drop them for Rippers. I did use rippers to tie up squads in 4th they work decently well other then they are not scoring. Might need to buy or trade for more gaunts.
Not to sure I like the barb strangler talons fex. The venom cannon is expensive but it can still shake vehicles so they can't shoot. The Barb Strangler tends to bounce off vehicles with the 2d6 scatter. Its worth a try though.
|
|
This message was edited 1 time. Last update was at 2008/08/21 18:26:41
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/21 18:33:27
Subject: 2500 Tyranids for Ardboys
|
 |
Regular Dakkanaut
Houston, TX
|
Monstrous Creatures do not get saves from gaunts, but Tyrant Guard do.
|
No matter how powerful the wizard, a dagger between his shoulder blades will really cramp his style --Steven Brust.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/21 23:58:23
Subject: Re:2500 Tyranids for Ardboys
|
 |
Tough Tyrant Guard
|
What I was talking about is the wall.
11111--Guants/Hormies
22222--Gens
33333--Ravs/Warriors
44444--MC
Each rank gives the next rank a cover save. That way you get a cover save no matter what and the only way to remove the save is to remove the layer of wall to start with.
|
Biomass
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/22 00:09:20
Subject: 2500 Tyranids for Ardboys
|
 |
Missionary On A Mission
|
Feeder Tendrils is nigh-manditory for genestealers now. For 1 pt, you dramatically increase their killing power.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2008/08/22 15:39:56
Subject: 2500 Tyranids for Ardboys
|
 |
Longtime Dakkanaut
|
I know the concept of the cover wall but when you actually think about it the wall is counter productive because your scoring troops are out front to get shot first and in two of the missions your troops are important for scoring. Without number solves this problem somewhat since your Gaunts come back after dying and serving as cover to sit on your objective assuming you have Synapse there.
Feeder Tendrils do increase your killing power if you don't strike last because you assaulted enemies in cover without Flesh Hooks and get killed first. There tends to be more troops in cover especially when you are outflanking.
|
|
|
 |
 |
|
|