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![[Post New]](/s/i/i.gif) 2008/10/21 23:17:38
Subject: 1750 Tyranids for GT Baltimore
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Longtime Dakkanaut
Somewhere in the confinds of central Jersey
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HQ
Hive Tyrant- wings 2 sets of scything talons both adrenal glands implant attack acid maw toxin sacs 180
Hive Tyrant- 2 twin linked devourers enhanced sences toxin sacs 121
Eliets
Dakkafex- 2 twin linked devourers enhanced sences 113
Dakkafex- 2 twin linked devourers enhanced sences 113
5 warriors- 5 death spitters toxin sacs extended carapace toxin sacs 170
Troops
16 spine gaunts- W/out number 128
16 spine gaunts- W/out number 128
20 spinegaunts 100
20 spinegaunts 100
6 genestealers- scuttlers feeder tendrils 120
6 genestealers- scuttlers feeder tendrils 120
Heavy
Boomfex- barbed strangler scything talons 113
Boomfex- barbed strangler scything talons 113
2 zoanthropes- warpblast synapse 130
I'm looking for any knid of criticism you have for me... Even if you tell me that my list sucks donkey balls and that it needs a complete re-work
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This message was edited 1 time. Last update was at 2008/10/21 23:21:47
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![[Post New]](/s/i/i.gif) 2008/10/21 23:39:36
Subject: 1750 Tyranids for GT Baltimore
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Confessor Of Sins
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If you're up for a test game vs me let me know.
I think the list is pretty good for nids. Not sure I like the warriors tho
AAAAnd why no venom cannons? all you need to do is shake the tanks to make them not do anything....
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This message was edited 1 time. Last update was at 2008/10/21 23:40:30
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![[Post New]](/s/i/i.gif) 2008/10/22 00:03:14
Subject: 1750 Tyranids for GT Baltimore
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Longtime Dakkanaut
Somewhere in the confinds of central Jersey
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I would really love vennom cannons on my heavy fex's aswell, but alas as far as point go. I was considering dropping my warriors in exchange for a 3rd dakkafex and the vennom cannons if you think that will help.
The warriors have their bonuses...
1. They add diversity and are thus good as far as sportsmanship and painting scores go.
2. They are a counter charge unit if someone tries to swarm my fex's with thing like gaunts (like I would) or orks. Admittedly they would probably die against the orks.
3. They add 5 S6 templates a turn and also get 1st turn shots in a piched battle or spearhead deployment.
4. They ive an extra synapse unit for my W/out # guants to cling to as they clame objectives.
On the downside however they're an eliets slot and a bucket load of points.
If you're up for a playtest game I'll be at TOGIT Friday, and Satuday this week if you can make PM me or something.
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![[Post New]](/s/i/i.gif) 2008/10/22 00:25:01
Subject: 1750 Tyranids for GT Baltimore
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Blackclad Wayfarer
From England. Living in Shanghai
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u can make the warriors a bit cheaper by removing the extended carapace. Look at how many gaunts you have. Your nearly always gonna get a cover save
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Looking for games in Shanghai? Send a PM |
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![[Post New]](/s/i/i.gif) 2008/10/22 00:32:45
Subject: 1750 Tyranids for GT Baltimore
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Confessor Of Sins
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I agree with the dropping the carapace.
yea... a lot of people don't like venom cannons... but my experience is good with them in 5th. If you can stun/shake a tank then it isn't doing its job as you get closer to it every turn
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![[Post New]](/s/i/i.gif) 2008/10/22 00:50:10
Subject: 1750 Tyranids for GT Baltimore
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Longtime Dakkanaut
Somewhere in the confinds of central Jersey
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I found the carapace nescessary in some games (mostly against necrons and dark eldar) but if it's not required against most armies then i'll just ditch it.
ALso as far as vennom cannons go the majority of vehicles are transport who can ormally move even if stunned and could cae less about shooting. Or landraiders which chaos, daemon hunters and new space marines pretty much ignore with the new POMS. But they are lifesavers aainst 3 exorcist sisteers or 3 las cannons preds or even fire prisms and hammerheads.
Also do you think those reasons above justify taking the warriors or dropping them fo a 3rd dakkafex and vennom cannons.
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![[Post New]](/s/i/i.gif) 2008/10/22 02:28:44
Subject: 1750 Tyranids for GT Baltimore
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Confessor Of Sins
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eh. Lets see how they play vs me
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![[Post New]](/s/i/i.gif) 2008/10/22 02:43:02
Subject: 1750 Tyranids for GT Baltimore
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Longtime Dakkanaut
Somewhere in the confinds of central Jersey
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We shall see.
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This message was edited 1 time. Last update was at 2008/10/22 02:43:16
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![[Post New]](/s/i/i.gif) 2008/10/22 03:13:42
Subject: 1750 Tyranids for GT Baltimore
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Fixture of Dakka
.................................... Searching for Iscandar
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Drop those zoanthropes.
2nd Tyrant should have a bodyguard.
Flyrants are diefirstyrants. Whatever.
Mech will own your face.
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![[Post New]](/s/i/i.gif) 2008/10/22 08:29:28
Subject: 1750 Tyranids for GT Baltimore
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Oozing Spawning Vat
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What is the second weapon on your warriors? I'm assuming they have talons from the points, but just making sure.
I might try to find points to get more stealers.
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![[Post New]](/s/i/i.gif) 2008/10/22 12:25:53
Subject: 1750 Tyranids for GT Baltimore
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Longtime Dakkanaut
Somewhere in the confinds of central Jersey
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I need those zoanthropes for synapse. If they go suddenly my maneuverability is now zero.
Mech armies are always an issue for nids.
Yeah the second warriors have talos.
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![[Post New]](/s/i/i.gif) 2008/10/22 15:44:46
Subject: 1750 Tyranids for GT Baltimore
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Oozing Spawning Vat
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I agree that the zoans should go. Here's why.
Two zoanthropes give up two KPs. They have a bullseye painted on their forehead and will get slaughtered. The models themselves are quite frankly, enormous and impossible to screen. Aside from all that, they are not very effective and will spend most of the game floating around not doing much.
If you drop some gaunts, remove WoN, and beef up the genestealers you won't need synapse in the backfield. There is plenty of synapse if you keep the gaunts moving forward with the tyrant and the warriors.
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![[Post New]](/s/i/i.gif) 2008/10/22 19:45:14
Subject: 1750 Tyranids for GT Baltimore
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Longtime Dakkanaut
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I always run the walking tyrant with at least one guard usually 2.
I'm finding the flygrant dies quicker in 5th then he did in 4th with true line of sight making him harder to hide but with implant attack he can kill characters or other mcs that are otherwise hard to kill or assault a vehicle. Maybe still worth it at 1750 but definitely not so at 2000+
How have Warriors been working for you? I been thinking of picking up some Warriors for 5th edition. The templates they toss out and additional synapse for Gaunts sound good.
I would go with more Gene stealers squads of 7 or 8 and maybe a 3rd squad instead of gaunts and hide them behind your monsterous creatures to protect your carnis against assault. If your going to outflank you want flesh hooks instead of feeder tendrils because the enemy you are assaulting is likely to be in assault. I don't think outflanking was all that effective from my experience so far. Maybe trim the without number gaunts to 12 or 10 for more points. I hate gaunts and I ran 0 gaunts till 5th edition but I think a couple broods with out number are necessary for a cover save moving forward and to secure objectives.
Not convinced to keep Zoanthropes in 5th. Zoanthropes in 4th were good because of psychic scream 3 of them and psychic scream on your tyrant and you have -3 or -4 leadership which is pretty awesome. Their anti tank capability isn't very good with one 18 inch range BS3 shot and you have to pass the psychic test but they do get a str 10 shot and can penetrate. The 1 kill point each that is easy to get might be worth dropping them.
I think Venom cannons are still decent. They stop nasty vehicles like Exorcists or Leman Russes from shooting and ruining your day.
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![[Post New]](/s/i/i.gif) 2008/10/22 21:10:30
Subject: 1750 Tyranids for GT Baltimore
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Longtime Dakkanaut
Somewhere in the confinds of central Jersey
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I've already put in my 2 cents about vennom cannons i this thread so i'll let that be.
You guys have given the idea of dropping the zoans dropping carapace off the warriors and moving a fex to heavies and adding a 2nd identical squad of warriors.
That might not be so bad but it will still only reduce the number of kill points in my list by 1.
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![[Post New]](/s/i/i.gif) 2008/10/23 17:00:54
Subject: 1750 Tyranids for GT Baltimore
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Regular Dakkanaut
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My son and I have had a very hard time winning with Tyranids in 5th edition, and the problem may just get worse now that the Space Marines are out. I certainly wouldn't want to play a Space Marine player who knew I was coming with Tyranids-he has marines with a 3+ invulnerable save....You can see the extent of the problem by comparing Tyranids to Daemons. Both excell at close combat, but guess what, the Daemons can all have invulnerable saves and top that off with other goodies like less expensive pie plate vehicles.
There are a couple of rules issues which I think are very important for Tyranids.
1. Zoanthropes p44 "are deployed as a SINGLE UNIT". So, why do 3 Zoanthropes give up 3 kill points? Not only are they a single slot on the FOC but they are specified as being ONE unit.
2. Can your spine guants TOTALLY block LOS to the Genestealers running behind, or merely give the 25 point stealers a 4+ cover save.
I've noticed that players bringing traditional Stealer Shock armies to the last two GT's have had problems. They are very expensive, and even a 4+ carapace save is not that good especially now in a world of AP 3 Marine bolters. Outflanking with Stealers is a great tactic against inexperienced players. Otherwise, it is just a sad waste of points when 1-3 units of stealers arrive 20 inches away from 2 units of Lootas, or a group of Obliterators and Plague marines.
3. The Zoanthropes: I don't think you can give these up without an alternative way of dealing with Landraiders when playing in tournaments. Forget if it was Blackmoor or Green BlowFly who posted pictures of Landraiders from all the top non-Ork armies at LVGT. The Flying Hive Tyrant is your alternative, but as Stelek put it, he is a 'dierant'. If you are lucky you might take out a Landraider and lose him at the same time without tactical advantage. Landraiders no longer fear Gene Stealers. Necrons with Monoliths can torment you also if you can't at least get one immoblized.
4. Orks: I'm a broken record on this issue I know, but 30 Lootas puts 20 strength 7 hits a turn out over the width of the board on average. God forbid they have 3, oh, then there are the big Shootas and rockits. This is just incredibly painful against most tyranid units. Daemons are viewed as 'dicey' because they deep strike in. But at at least this gives them a chance to minimize incoming fire on the approach. Tyranids still have to leap, run or fleet across the board....
Stelek, we appeal to you to produce the best 5th edition dTyranid list, alas. But, I think that he would actually favor a Close Combat MC army screened by guants over a combined arms Tyranid army (half shooty, half assault), or all shooty. Genestealers could hide behind the MC on the approach as both can run.
For the record, in our last game my son and I thought we were going to play Orks, but then had to play Necrons-should have managed a draw, but we're not that good as players. Our list was as follows:
Hive Tyrant ,2 Tyrant Guard, Barbed Strang,VC, Enhanced Senses, Extended Carapace, Toxin Sacs, Synapse, The Horror; Claws and Talons on the Tyrant Guard
2xCarnifex BarbedS and Scything Talons
Warrior Brood, 3 figures; Two with TL Deathspitter, Enhanced Senses, Extended CArapace, Toxin Sacs, one with Barbed S, Enhanced SEnses, EXt. Cara, Rending Claws, Toxin Sacs,
Ravener Brood (a questionable choice-but the option of Deep Striking a reserve is often useful in 5th edition, and they could pose a Snikrot like menace to Lootas..)
3 Raveners, Rending Claws, Scything Talons, Devourer
2x Carnifex with 2+save, Barbed STrang, Venom Cannon, Enhanced Senses, Ex. Carapace, Reinforced Chitin
2xGenestealerBrood, one of 8, one of 9; Rending Claws, Carapace, FEeder TEndrils, Scything Talons
2xGaunt Broods 17 or 18 figures, Spinefists (5 points each).
Our original plan was to use the guants as a screen for shooting, the army is about as big pie plate wise as you can get. The Genestealers were to be a reserve. The guants would provide a wall against Ork Truks or foot. The MC's prevent shooting at the Stealers, if they cannont find an otherwise good place to lurk.
Against the Necrons, our inexperience showed. That, and 16 of 20 WBB rolls of course. We should have just charged to get into hand to hand combat while the Monoliths were off the table. Should have targeted tomb spiders ahead of destroyer lords. Didn't help that the Lords made 3 WBB rolls in the first two turns.
Sorry for the long response. We're scratching our heads as well at this end. We're trying either to win cheap Carnifexi on ebay or are going to rip the guns off our MC's and convert to close combat MC's as our next experiment. Please post your list and bat reps after the tournament!
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![[Post New]](/s/i/i.gif) 2008/10/23 21:09:20
Subject: 1750 Tyranids for GT Baltimore
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Longtime Dakkanaut
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Stelek did post an Assault Tyranid list here
http://www.dakkadakka.com/wiki/en/Stelek%27s_Tyranid_MC_Assault_Army
The issue I have with it is only one scoring unit so you have a problem with the d3+2 objectives mission and you give up kill points for rippers that don't score.
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![[Post New]](/s/i/i.gif) 2008/10/23 22:09:10
Subject: 1750 Tyranids for GT Baltimore
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Been Around the Block
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Zoanthropes deploy as one unit but act and count as three once they're on the table.
The genestealers seem horribly out of place on this list because there are so few of them. Even if you combined them into one squad they'd be a fire magnet.
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![[Post New]](/s/i/i.gif) 2008/10/23 23:49:49
Subject: 1750 Tyranids for GT Baltimore
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Longtime Dakkanaut
Somewhere in the confinds of central Jersey
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Thanks for the replies!
Although Steleks list is not what i'm looking for I appreciate the link as it has oppened some ideas.
As far as the stealers go I think they're nescessary in almost any nid list so you don't get reffused flanked or "corner deployed" HARD. They're also very useful as a unit just for the psycological effects and by taking them in samll numbers it reduces the loss if the enemy decides to deploy in a fortress in the center of the battlefield, which is surprisingly effective against this army.
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