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Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

So after a bit of play testing my list has changed. I wanted to get some feedback from you guys so let me know what you think.

Hive Tyrant-131
2xTL-Devourers, +1 ST, +1BS, Shadow of the Warp

Hive Tyrant-131
2xTL-Devourers, +1 ST, +1BS, Shadow of the Warp

6 Warriors-191
+1 ST, 6xScything Talons, 5xDeathspitters, 1xBarbed Strangler

6 Warriors-191
+1 ST, 6xScything Talons, 5xDeathspitters, 1xBarbed Strangler

Carnifex-113
Barbed Strangler, Scything Talons

14 Spinegaunts-112
W/out Number

14 Spinegaunts-112
W/out Number

20 Termagaunts-120

20 Hormagaunts-260
+1 ST, +1 WS

18 Devourergaunts-180
+1 ST

Carnifex-113
Barbed Strangler, Scything Talons

Carnifex-172
+1 WS, +1 I, +1 ST, +1 W, Scythtail, Tusked, Toxic Miasma, Barbed Strangler, Scything Talons, Flesh Hooks

Carnifex-172
+1 WS, +1 I, +1 ST, +1 W, Scythtail, Tusked, Toxic Miasma, Barbed Strangler, Scything Talons, Flesh Hooks

Total:2000
MC's:6
Synapse:4 Units, 32 Wounds
Small Bugs:86

Let me know what you think but just as a heads up I'm not interested in using genestealers at this time. Thanks!

This message was edited 1 time. Last update was at 2009/01/05 15:53:12


Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Focused Dark Angels Land Raider Pilot





585NY

drop the gaunt units except the 2 spinegaunts WoN
add 1 or 2 units of scouting genestealers and outflank them

warriors are pretty useless when you have the much synapse already...
i would drop 1 unit and bring either a leet fex or a lictor

 
   
Made in us
Wrack Sufferer





Bat Country

Why so much Shadow of the Warp?

I don't play 'nids but Shadow of the Warp is useless. Every time it's used against me it does nothing. Except once when it made me take a perils because I rolled three ones. I'll just say it's pretty not good and the points are better spent somewhere else.

This message was edited 1 time. Last update was at 2009/01/01 20:28:40


Once upon a time, I told myself it's better to be smart than lucky. Every day, the world proves me wrong a little more. 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

@Krusty

The problems with dropping all but the WoN gaunts and replacing them with genestealers that outflank are:

1) Not having a screen for the warriors (warrior importance will be explained later)

2) Not having those units on the table and a 50% of a unit being useless (especially a 160-200pt one) doesn't sit well with me.

3) Hormagaunts provide more bodies and kill more on the charge than genestealers do and have an incredible charge range

4) Genestealers aren't enough to take on horde armies. The sheer number of shots that re-roll to wound that the devourer's and termagaunts can put out is insane, even against marines.

5) Genestealers to me are just to expensive for what they do.

Now as for the warriors the warriors are a major fire base that is capable of taking out light tanks and entire marine squads. They aren't just their for synapse and the added 24 ST5 attacks in cc if they charge are nothing to shrug at either. Plus the warriors give the big bugs a cover save since they are almost as tall as the carnies/tyrants and aren't monstrous.

Lictors are easy kill points and i've already got 6 MC's, one more won't matter were as 5 ST6 blasts could. Plus it's a lot more wounds.

@Typeline

I mainly put two of them in there for redundency but your probably right. I'll more than likely drop one (the chance at causing someone to fail their test is to good to pass up for 10pts.) and add back in a devourer gaunt that I took out.


Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

a small point...im pretty sure that after 1500 pts you cant have fexes as elite choices. Dont have the 'dex on me right now so I cant confirm that.

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Made in us
Tunneling Trygon





The House that Peterbilt

a small point...im pretty sure that after 1500 pts you cant have fexes as elite choices. Dont have the 'dex on me right now so I cant confirm that.

Other way around -- you can't have elite fexes unless the army is 1500 or more points.

Hormagaunts do not impress me and neither do devourer gaunts. The numbers I've ran don't do anything for me, and what I've seen on the table top matches the theory so far. Stealers, even with full kit (carapace, feeder tendrils and scuttle) are getting more marine kills per point then the hormagaunts you have here and the stealers still have the same early game threat range while killing more and surving better (T4 and 4+ save). The stealers are also better against vehicles and high T models, have a better Intiative and aren't stuck on the bottom floor of a ruin (which can be huge disadvantage with hormagaunts).

Granted you get better numbers when facing orks but that doesn't take into account casualties prior to the charge, something you have to consider when looking at T3 6+ save models.

I won't even begin to go into the devourer gaunt suckage (just compare them to shoota boys and you'll have an idea). You've got 10 S6 small blasts, 6 large blasts of varying strength and the two devtyrants. The devourer gaunts are adding nothing of value to the list. You really need more assault umph and/or more wounds then some S3 devourer shots.

I think one thing you should seriously consider is how much more killy this army can be if backed up by some feeder tendril genestealers. Don't really need to scuttle em in this style of list. They can work as a counter charge unit that is able to grant rerollable hits to your fexes, warriors and gaunt screens.

With that in mind I'd take the 560 point wrapped up in termagants, hormagants and devourergaunts and turn that into two genenstealer units (carapace and tendrils, 8-10 strong) and more WoN spinegaunts. I'd also consider getting 1-2 tyrant gaurd for the tyrants either from the points above or by stripping the supa boom fexes a bit and dropping a few warriors. Getting the tyrant a cover save easier and those extra wounds are really nice in my experience.

HTH

This message was edited 1 time. Last update was at 2009/01/02 01:53:13


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Made in us
Wraith





Raleigh, North Carolina

What he said.

 
   
Made in us
Lurking Gaunt





I don't leave home without my Tyrant Guards they have proven themselves time after time. Warriors can make a screen for the Hive Tyrant but they have to obscure more then 50% of him, Guards have the advantage of rending, T6 with the 3+ save, and boy are those lash whips fun Also Guards + Tyrant only equal one kill point.

I tried Devourer Gaunts in two units of 14 they did not perform all that well. Spending the extra points on Devourers for models I ended up taking off of the table by the hand full was no good for me.

 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Time to get started

Stealers have that first game same threat range but they don't have that range any other time. They are much more easily shot up (since your likely risk them to get them into combat faster) and come in far fewer numbers. And point for point they come out nearly even in death dealing even with rending since stealers cost 7pts more per model.

Devourer gaunts are something I've wanted to try for a while. The sheer number of shots will be nasty versus horde or light toughness elite armies. They have the range and the ability to be in cover at all times behind the spines and termagaunts. Living Ammunition is not something to be dismissed either since it really shifts the odds. I'll bow that some people may not have had much luck with dev gaunts but I'm unwilling to drop them without giving them a test run.

I am tempted to run tyrant guard but but with the sheer amount of synapse and MC's I'm not convince it's worth giving up so much in the way of bullet shields or shots. They are great in an all MC list with light synapse but I'm not worried about losing them as much as most people would be since they aren't the only basket my eggs are in

I'm willing to tweak and refine my list but i've editted it to let people know I'm not interested in genestealers due to cost value and loss general swarminess

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Just a heads up. Just finished a RTT and went 3-0 with this army. It really seems to work together well. The hormagaunts ate a few units and a few tanks. The Dev Gaunts only had one game where they didn't pull their weight. And the warriors were ridiculous!

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Foolproof Falcon Pilot





How have the hivetyrants worked? Like did you shoot then have success with cc? Because I was thinking of taking a unit of 6-9 devourer armed warriors- for the same points (156 for 6) they get a lot more shots and can potentially do a lot more wounds.

Was also thinking of taking some cc warriors, so dunno how shot up your warriors got.

Jesus Christ changed my life, He can do the same for you!

My gaming blog regarding Eldar and soon to be CSM:Thousand Sons: http://yriel.blogspot.com/

My WIP Tyranid Fandex:
http://www.dakkadakka.com/dakkaforum/posts/list/576691.page#6486415 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

The only units of warriors I lost was in combat. Once against a dreadnought and once against a space marine captain on bike over 10 turns of combat. The hive tyrant was actually awesome with shooting and cc though he didn't really see much cc. As for the warriors that would be 24 shots of which 12 would hit and after rerolls you'd do 9 wounds against marines. A hive tyrant does 10 wounds and can hurt light tanks. And just as a heads up the devourer unit above is based on st5 warriors and are 174 w/out tl devourers. I like the warriors armed with deathspitters since they are pure murder!

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in us
Foolproof Falcon Pilot





Ever use flying warriors? Was also thinking of maybe having a flying tyrant with devourers with a unit of flying cc warriros.

Jesus Christ changed my life, He can do the same for you!

My gaming blog regarding Eldar and soon to be CSM:Thousand Sons: http://yriel.blogspot.com/

My WIP Tyranid Fandex:
http://www.dakkadakka.com/dakkaforum/posts/list/576691.page#6486415 
   
Made in us
Raging Ravener





look much like my army though i don't play it too much anymore, i need to start back up with it. I keep a Venom Cannon on one of my Wars though, it helps to keep vehicles in their place, the 36" range helps too. On your Elite Fex, have you though of putting two TL-Deathspitter, i think that it meets the Points limit to keep it Elite, and the TL helps a lot if you see a bad scatter.


"I am the crash of blades, and the furry of the storm. There is no shelter from my wrath, and no reprieve from my judgment." --Unknown (but it sure sounded cool) 
   
Made in gb
Stalwart Space Marine






Doncaster

x1, Hive tyrands twin devourers +1, AV, ST, BS, WS, Psycic Scream.
x1, Hive tyrands twin devourers +1, AV, ST, BS, WS, Psycic Scream.

x8 Genestealers, Feeder Tendrils and scuttlers.
x8 Genestealers, Feeder Tendrils and scuttlers.
x8 Genestealers, Feeder Tendrils and scuttlers.
x8 Genestealers, Feeder Tendrils and scuttlers.
x8 Genestealers, Feeder Tendrils and scuttlers.
x8 Genestealers, Feeder Tendrils and scuttlers.

x1 Carnifex's twin devourers +1 ST.
x1 Carnifex's twin devourers +1 ST.
x1 Carnifex's twin devourers +1 ST.
x1 Carnifex's twin devourers +1 ST.
x1 Carnifex's twin devourers +1 ST.
x1 Carnifex's twin devourers +1 ST.

This message was edited 1 time. Last update was at 2009/01/12 15:17:12


Salamanders 4500pts
Dark Angels 3rd Company
Imperial Guard 3000pts
Tau Empire 3000pts
Tree Sprits 2400pts
Menoth 100pts
Trollbloods 100pts 
   
Made in za
Dakka Veteran






Cape Town, South Africa

you need scuttler steelers,
and more WoN,

2500 pts | 1500 pts | 1000 pts | 1000 pts

 
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

@Wildcat

The genestealers would have no cover save and neither would the big bugs. The range is to short on the list where as the barbed strangler fexs are better in cc and have a 36" range. It's an interesting list but not one i'd run.

@Adielubbe

The WoN only came into play once in 3 games and yes that unit did move up and claim and objective but I think 2 is plenty. As for scuttler steelers I'm just not interested in stealers. I don't think they really add to a list that is primarily a shooty list.

@Mort

I don't personally think flying warriors are worth their points. They can be good and having them would give your flyrant a cover save but it all depends on how you build the rest of your army.

Best Painted (2015 Adepticon 40k Champs)

They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) 
   
Made in gb
Stalwart Space Marine






Doncaster

Thanks for the feedback fella. I currently own this list and have not lost a game with it in 6 months of playing @ both 1500 or 2000 pts good luck with your build anyway mate.

Salamanders 4500pts
Dark Angels 3rd Company
Imperial Guard 3000pts
Tau Empire 3000pts
Tree Sprits 2400pts
Menoth 100pts
Trollbloods 100pts 
   
 
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