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2k Tyrannids for a GT, Help me Choose!  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Which One would you pick?
List 1 (Tyrant)
List 2 (Parasite)
List 3 (Prime)

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Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

Alright so these lists are for an Indy GT coming up in two weeks. It's a "comp" friendly event (i.e. hardcore armies are discouraged and it's heavy in soft scores). Also it has already been judged that the mawloc attack does not allow cover saves.

Rules for the scenarios are here: http://www.broadsidebash.com/rules.php
They are almost entirely objective based and require movement to get to the objectives

So on to the lists:

List 1

HQ

Tyrant-225
Old Adversary, 2xTL Devourers

Elite

3 Hive Guard-150

3 Hive Guard-150

Troop

Tervigon-195
Adrenal Glands, Toxin Sac, Catalyst

Tervigon-195
Adrenal Glands, Toxin Sac, Catalyst

14 Spine Gaunts-84

14 Spine Gaunts-84

17 Devourer Gaunts-170

Heavy Support

Mawloc-170

Mawloc-170

2 Carnifex-400
Crushing Claws, TL Devourers

Total:1993


List 2

HQ

Parasite-160

Elite

3 Hive Guard-150

3 Hive Guard-150

Troop

Tervigon-195
Adrenal Glands, Toxin Sac, Catalyst

Tervigon-195
Adrenal Glands, Toxin Sac, Catalyst

20 Spine Gaunts-120

20 Hormagaunts-160

14 Devourer Gaunts-140

Fast Attack

10 Gargoyles-70
Toxin Sacs

Heavy Support

Mawloc-170

Mawloc-170

2 Carnifex-320
2 Twin Scything Talons

Total:2000


List 3

HQ

Warrior Prime-90
2 Boneswords

Elite

3 Hive Guard-150

3 Hive Guard-150

Troop

Tervigon-195
Adrenal Glands, Toxin Sac, Catalyst

Tervigon-195
Adrenal Glands, Toxin Sac, Catalyst

20 Spine Gaunts-120

20 Hormagaunts-160

20 Devourer Gaunts-200

Fast Attack

10 Gargoyles-80
Toxin Sacs, Adrenal Glands

Heavy Support

Mawloc-170

Mawloc-170

2 Carnifex-320
2 Twin Scything Talons

Total:2000

So thoughts and opinions? Please Vote!

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
Long-Range Black Templar Land Speeder Pilot




Beijing,China

No zoans, no rupture cannons, even no heavy venom cannons...what would you take to stop tanks?

Tokugawa plays:  
   
Made in au
Strider






I'd say to drop the 20 Dev Gaunts for 3 zoanthropes, but other than that I can't see anything wrong with the list.

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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
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

I realize the lists lacks LR stoppage power but to be honest running up and smacking them has worked so far. Plus the scenarios arre so heavily objective based that multiple LR armies are going to have trouble.

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




not really, as theyll just park a land raider on top of objectives and leave you unable to contest without destroying it.

You need zoanthropes in pods =/ if there was a option d. needs more zoanthropes id vote
   
Made in us
Archmagos Veneratus Extremis






Home Base: Prosper, TX (Dallas)

If they are parked they're not moving and my carnies make them food And i don't relie on it but i do have 4 other MC's that can pen 1/3 of the time too.


Automatically Appended Next Post:
If they are parked they're not moving and my carnies make them food And i don't relie on it but i do have 4 other MC's that can pen 1/3 of the time too.

This message was edited 1 time. Last update was at 2010/01/28 21:52:16


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
Regular Dakkanaut




who said theyr enot moving? theyre moving .00000000000000001 inches so your carnifexes need 4s to hit them ... lol youll need 4 to bust 1 land raider that parks on an objective on the last turn lol ...
   
Made in us
Boosting Space Marine Biker





I voted for option 1. Old Adversary + Toxic Gaunts = lots of wounding.

If you are going to only take 6 Hive Guard, maybe work in a Venomthrope. Nice toys for the Gaunts too.

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Made in us
Jovial Plaguebearer of Nurgle





Valdosta, Georgia

I wont pick none of them.....you left out anti-tank support. i do agree with the Tervigon, at least two of them. I would leave out the carnifex and add either a Trygon prime and a regular Trygon. Plus you should add the Doom of Malan'tai, great against anti-hordes in the either in the open or a in vehicle. Plus there might be psychers out there, if you want to screw with their leadership add a Deathleaper. please add at least two unit of Zoanthorpe with a spore.

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Made in us
Tunneling Trygon





The House that Peterbilt

I picked parasite, mostly because if there is a tournament he would be viable in it would be this one (gotta love no KPs with tervigons and free rippers galore). Do you have enough rippers though?

If not then I'd go with Hive Tyrant instead. I'd also consider a different weapon config with your tyrant if you can. With all his powers being shooty, I am not as partial to the dual shooty build as days of yore. Also I am leaning away from devourers on any unit I'd like in CC, because of the higher chance of them breaking.

Also I know you played tyranids alot with the old dex, so I won't begrudge you 'keeping it real' and dealing with LRs like nids have always done previously.

Hope that helps and good luck.

This message was edited 1 time. Last update was at 2010/01/29 04:51:45


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Made in us
Longtime Dakkanaut






Getting my broom incase there is shenanigans.

I would go with #2.

All your lists are somewhat the same.


God I hate Mawlocs, they are going to be a pain to kill. Talk about undercosted...


 
   
Made in us
Been Around the Block




mon-keigh slayer wrote:who said theyr enot moving? theyre moving .00000000000000001 inches so your carnifexes need 4s to hit them ... lol youll need 4 to bust 1 land raider that parks on an objective on the last turn lol ...


With 5 attacks on the charge, rerolling misses? The Carnifex is landing almost 4 hits on a Land Raider that moved up to 6", and 1.5 hits on one that moved up to 12". If the Carnifex can get to the land raider, it can certainly do some damage - now, that doesn't compare to ranged anti-tank that can remove the Land Raider early, but I'd definitely caution against assuming a land raider is safe from a Carnifex just because it moved.
   
Made in us
Reliable Krootox






Everett, WA

It seems to me that all of these lists are really lacking synapse creatures and this will probably bite you in the butt.
   
Made in us
Executing Exarch






Odenton, MD

I agree that you need more anti-tank.


Also normal Fexs suck a big one.... lets just say you do manage to kill one LR with the fexs (turn 3 is the best you can hope for if you get good runs), now what? you march the brood across the board to try to get the other one in 2 turns, without getting tarpited or killed by the terms inside the first LR.

If nothing else get a tyranofex instead, str 10 shots on turn 1-2, Templates on turn 3-4, and supper melee on turn 4+. Couple that with t6 w6 As2+ and you have a solid hvy choice.
   
Made in us
Battlefield Professional





Los Angeles

I kinda like list 2... Solid shooting, movement versatility...

Why spinegaunts though? you'd save enough points for another couple devourer gaunts by just taking standard fleshborers, with no appreciable difference in effectiveness. (20 std. gaunts hit 10 marines, wound 5 on a 4+, kill maybe 2... 20 spinegaunts hit ~15 marines, wound about 5 on a 5+, kill maybe 2).

My money's on Trygons. lose a Mawloc and the fexes for 2x Trygon prime. Good gun, fights like a champ, Synapse, Shadow, shows up next to objectives, hard to kill, and doesn't have to roll a hit to be effective. I just feel like multiple Mawlocs is just begging for that game where they can't land on target to save their lives, and if Terror from the Deep never goes off with any appreciable value, they don't have a lot of redeeming qualities.

I'm interested to hear how it goes though, put me down for an after-action report!

-Dis.

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