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New Tyranid codex Gene stealer assault army. 1500 points  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Regular Dakkanaut




So I just picked up the new books and wanted to make a fairly decent Melee list.

Hive Tyrant - 230
- Wings

Hive Tyrant - 230
- wings

6 X 10 Gene Stealers

Trygon

So the basic Idea is 60 infiltrators that have 6 inch move D6 fleet and 6 inch assault all with move through cover 6 initiative and rending to take down tanks and hold up troops from a 1st turn assault and then the 2 tyrants for heavy hitting and the trygon for some good old deep strike nastiness. So what do you guys think?

This message was edited 1 time. Last update was at 2010/01/19 05:12:07


 
   
Made in au
Strider






Tyrants are too easy to single out and drop with concentrated fire - and the 60 points is NOT worth the wings. Genestealers, while nasty, yes, are random. You're leaving everything up to whether or not you make your reserves rolls, and you will be dependent on a 6 for your armor penetration rolls in order to penetrate. The Trygon would be nasty, yeah, but again - it kind of screams "WARRGHH, LOOK AT ME. SHOOT ME. KILL ME ON THE TURN I ARRIVE!" Which isn't that hard to do if you're facing Tau or any list with multiple AP3 (or better) weapons. You're better off footslogging the Trygon across the table.

A second note on the Genestealers, boltguns ignore their armour saves now - so even if you do arrive on either flank, if anyone is too far away to fleet and assault, then that brood is going to get shot to hell. And even if you do get them into combat, there's a very real possibility that once they win the assault, then consolidate... they will get shot to hell.

Tyranid Primes are great in packs of warriors. I usually run two joined to two six-strong units of warriors with boneswords and adrenal glands. Power weapons that cause instant death is just gravy.

This message was edited 1 time. Last update was at 2010/01/19 09:54:14


Writing internet fiction is kind of like throwing out messages in bottles into a churning sea composed entirely of messages in bottles, the chances of of your message getting noticed and someone being sent out to rescue you is punishingly slim. But every once in a blue moon, someone who owns a big boat made of money finds your message and agrees to let you ride on his big boat made of money as long as you keep making messages for him.
Dark Eldar - 2000 ( 0% Painted )
Tyranids - 3500 ( 85% Painted )
Necrons - 1680 ( 80% Painted )
Dark Elves - 2250 ( 2% Painted )
Skaven - 5400 ( 8% Painted )


puma713 wrote:
oldone wrote: tyranids why didn't we get any awesome stuff like this.


Because Matt Ward didn't write our Codex. Otherwise we would have had Scything Tyrants with Scything Nidfists that can re-roll re-rolls and that can have a bodyguard of 10 Scything Guards and a Scything Prime that could ride in a Scything Pod. Or something to that effect.
 
   
Made in us
Nasty Nob






Gardner, MA

Thats in your face fast! I like it. You wont be able to get all those stealers into a first turn assault I think. Some will just have to start 18inches away. Infiltrating rather than outflanking is how I assume you'll play it.

To cover their advance - I would take 2 Tyrannofexes, one Venomthrope and a stripped down Tryranid Prime. These four models all hangout near each other. Attach the prime to one of the fexes, he can take wounds. Run this unit the first turn if you can. Add a Broodlord to one of the genestealer units.

Hide the Venomthrope - he'll give your Fexes cover saves for a turn. You'll have 2 fewer T6 wounds with list list BUT, they have 2+/5+ saves and 3 T5 ablative wounds from the Prime and they will be causing havoc from 48 inches away.

Smash the enemy armor unit that can harm the stealers the most with cannon fire.

An assault force NEEDS some form of covering fire.

Deploy the fexes centrally and run them, deploy the stealers via infiltration all on one flank and push left or right. Use the Broodlord unit to draw fire. The goal is to cut off lines of fire. This should limit the incoming fire, especially if there is a parking lot of enemy vehicles to contend with.

The fexes may even get to CC/close fire support range to mop up infantry units they spilled out from transports in later turns.

This message was edited 2 times. Last update was at 2010/01/19 12:40:33


A man's character is his fate.
 
   
Made in us
Regular Dakkanaut




SDasher I never said anything about my stealers coming in via reserves I was like kaiservonhugal said going to infiltrate them all.
   
Made in au
Strider






Lightdrow wrote:SDasher I never said anything about my stealers coming in via reserves I was like kaiservonhugal said going to infiltrate them all.


Ahaha, oh my, that's what you get for posting in the early hours of the morning, eh?

My previous points again, but a little more positive as you might get some lucky Fleet rolls and get into Assault Turn 1, seeing as, if you've put things exactly 18" away, they should get in there nice and early.

This message was edited 1 time. Last update was at 2010/01/19 20:07:18


Writing internet fiction is kind of like throwing out messages in bottles into a churning sea composed entirely of messages in bottles, the chances of of your message getting noticed and someone being sent out to rescue you is punishingly slim. But every once in a blue moon, someone who owns a big boat made of money finds your message and agrees to let you ride on his big boat made of money as long as you keep making messages for him.
Dark Eldar - 2000 ( 0% Painted )
Tyranids - 3500 ( 85% Painted )
Necrons - 1680 ( 80% Painted )
Dark Elves - 2250 ( 2% Painted )
Skaven - 5400 ( 8% Painted )


puma713 wrote:
oldone wrote: tyranids why didn't we get any awesome stuff like this.


Because Matt Ward didn't write our Codex. Otherwise we would have had Scything Tyrants with Scything Nidfists that can re-roll re-rolls and that can have a bodyguard of 10 Scything Guards and a Scything Prime that could ride in a Scything Pod. Or something to that effect.
 
   
Made in ca
Member of the Malleus





Canada

Wait a second SDash, read the rules carefully, you cannot deploy within 18 inches of you openent in most set ups, that means you have to be 18.00000001 inch away, and when you get a 6 inch move, and a 6 fleet, you are still .00000001 or whatever out of charge range, If you get lucky with you infiltrate and get 12 inches away you could, but I would look at you as simply say you have to be more then 18 inches away from me deployed, so if you set up legally there is no way that you can charge first turn if I see your infiltraters.

 
   
Made in us
Regular Dakkanaut




yea I am banking on the 12 inch and if nothing else at least a turn 2 because come on now the 5+ save really doesn't matter what matters is the 4+ cover save. Also right now I am working on changing the Monstrous creatures around.
   
Made in gb
Ultramarine Chaplain with Hate to Spare





ALWAYS ALWAYS ALWAYS Toxin sacs on the stealers. RE-rolling wounds gives you another chance to rend and rending is what it's all about with Stealers.

You have nothinjg that will really worry armour 14 though except 1 Trygon.

I feel those 200 points could be better spent, Trygon are like DP dreads you need 2 or you're probably better off with none. But even more so with the Trygons than Dreads.

Flyrants are massively overpriced and I'd never take 2 Tyrants, just too expensive even at 2,000+ points let alone 1,500 especially as you have none of their abilities.

Get some Zoanthropes in spores to help against Tanks, I'd probably chuck some Broodlord in there too (personal choice). With the Trygons go 2 or none.

Finally and I can't stress this enough TOXIN SACS on the stealers!!!

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Regular Dakkanaut




not sure what book you are looking at sir but toxin sacs give poisoned 4+ so no rerolling for them.
   
Made in gb
Morphing Obliterator





Lightdrow wrote:not sure what book you are looking at sir but toxin sacs give poisoned 4+ so no rerolling for them.


Read the second half of the paragraph on poisoned weapons on page 42 of the BGB. Poisoned weapons give you rerolls if your S is equal or higher than your opponents T.

taking up the mission
Polonius wrote:Well, seeing as I literally will die if I ever lose a game of 40k, I find your approach almost heretical. If we were to play each other in a tournament, not only would I table you, I would murder you, your family, every woman you ever loved and burn down your house. I mean, what's the point in winning if you allow people that don't take the game seriously to live?
 
   
Made in us
Wraith




O H I am in the Webway...

///harsh criticism (some may think) skip till end if you don't want anything like that///

You're going to rely on rending to take down tanks. Rending.

1. You are %*#$ed to flamers and anti-infantry of all kind.

2. See above.

3. Your army won't touch most mechanized armies in a practical setting.

4. Have you accounted on terrain? No you havn't. Have you accounted on Reserve armies, no. Have you accounted for anything but they set up in a gunline and I get my perfect 18.000000 blah blah blah you are not 18" away. No.

#4 is why this army won't win verse decently built/decently played armies. Decently placed / built Space Wolves and IG would do unspeakable things to this army. Hell, Blood Angels will probably too! Frankly most armies will demolish this as long as they are decently built / played (I say this because this army would freak a 12 year old with gunline marines, but not the guy who has played for a year and is fully meched)

///done with harsh criticism///

Well :/ you have nothing to reliable touch hordes except in CC, and it's still not that reliable. You have no long range firepower. You have no real reliable way to kill tanks (think fast meltaguns or lascannons). You can't kill tanks at range. You have no screen units for your main force except for Tervigon luck. You have nothing to shut down psychic powers.

Fix maybe 1/2, maybe more towards 2/3 of those problems and you'll be looking at maybe a decent list. Get some Ymgarls and some Zoanthrops or something, maybe some Hive Guard. Deathleaper, Harpies, then maybe you'll be looking at a decent list.

Good luck....

This message was edited 4 times. Last update was at 2010/01/21 00:12:20


He who fights with monsters might take care lest he thereby become a monster and if you gaze for long into an abyss, the abyss gazes also into you  
   
 
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