Switch Theme:

Tyrants and Doom and Harpies oh my! 2k Nids  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
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.




Made in us
Regular Dakkanaut




'Ere we go

Swarm lord - 280

Hive Tyrant - Bone Sword, Lash whip, Venom Cannon - 25, Hive Commander - 25, Armored Shell - 40 - 260

2 Tyrant Guard - 120

The Doom - 90, Pod - 40

3 Hive Guard - 150

13 Gene stealers - Brood lord - 228

12 Gene stealers - Brood lord - Scytal - 216

12 Gene stealers - Brood lord - Scytal - 216

Harpy - Clusterspines - 160

Trygon Prime - 240


Rip it apart
   
Made in se
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

It depends a bit on what you want to do with your list. This is my very spontaneous reaction:

Anti tank: You should bring more hiveguards and/or some zoanthropes. At the moment you will destroy one to two medium vehicles at range. And you really don't have any reliable way to handle AV13-14, apart from your pretty slow monstrous creatures. If your regular opponents doesn't usually field a lot of vehicles you don't need to worry. But if you meet a regular mechanized army you will be in a very uncomfortable position, since they can drive away from your big combat MCs.

Remember that stealers that assault a vehicle are likely to get shot and killed in the next shooting phase. They are not even allowed to do a consolidation move after destroying the vehicle, so they will be very vulnerable to blasts and templates, in addition to being left in the open.

And the most important part: Where are your objective holders? Genestealers are dangerous in assault but fragile for their points. So you really want them to fight and kill stuff, rather than hide at the back field. And if you use stealers, give them toxin sacs. It really increases ther killyness a lot!

The swarmlord is good to handle things like thunderhammer terminators, nobs on bikes, thunderwolf cavalry, seercouncils and similar expensive deathstar units. But you need to make them want to fight you, since most such units are a lot faster than your swarmlord.

Some constructive ideas: You should try swapping one of your HQs for a bunch of termagants and a troop-choice tervigon to hold objectives. Termagants close to a tervigon is actually useful assaulters, and they can lurk in cover out of synapse range to hold a backfield objective.

Downgrade your stealer units. 8 models with toxin in each is more than enough. The broodlords are a clever addition that I like, it is a bit expensive though, so you might not need one in every stealer unit. This should allow you to add things like 3 Zoanthropes in a mycetic spore (220p) is an almost guaranteed tank disabled, but they will probably be killed the next turn, so you need to target the LR with the assault terminators or a squadron of Russes.

Here is a good list of things to check with any army you build: http://www.dakkadakka.com/wiki/en/Take_All_Comers_Checklist

Good luck!
   
Made in us
Regular Dakkanaut




Mellon wrote:It depends a bit on what you want to do with your list. This is my very spontaneous reaction:

Anti tank: You should bring more hiveguards and/or some zoanthropes. At the moment you will destroy one to two medium vehicles at range. And you really don't have any reliable way to handle AV13-14, apart from your pretty slow monstrous creatures. If your regular opponents doesn't usually field a lot of vehicles you don't need to worry. But if you meet a regular mechanized army you will be in a very uncomfortable position, since they can drive away from your big combat MCs.

The harpy is relatively fast, and could help with vehicles, but I do see what you're saying. The idea is to kind of corner the opponent with the stealers so there isn't anywhere to run to

Mellon wrote:Remember that stealers that assault a vehicle are likely to get shot and killed in the next shooting phase. They are not even allowed to do a consolidation move after destroying the vehicle, so they will be very vulnerable to blasts and templates, in addition to being left in the open.

And the most important part: Where are your objective holders? Genestealers are dangerous in assault but fragile for their points. So you really want them to fight and kill stuff, rather than hide at the back field. And if you use stealers, give them toxin sacs. It really increases ther killyness a lot!

This is totally valid, and after having a look at toxin sacs, and seeing i mostly play against marines, this could totally help.

Mellon wrote:The swarmlord is good to handle things like thunderhammer terminators, nobs on bikes, thunderwolf cavalry, seercouncils and similar expensive deathstar units. But you need to make them want to fight you, since most such units are a lot faster than your swarmlord.


The swarmlord is too slow to be useful i have found. Valid points.

Mellon wrote:Some constructive ideas: You should try swapping one of your HQs for a bunch of termagants and a troop-choice tervigon to hold objectives. Termagants close to a tervigon is actually useful assaulters, and they can lurk in cover out of synapse range to hold a backfield objective.

The only reason i am loathe to do this is money constraints. But otherwise i would try it. I do like the idea of an inexpensive termagant squad just lurking on the back objective, but again, that is 50pts not doing anything. Worth it? Maybe.

Mellon wrote:Downgrade your stealer units. 8 models with toxin in each is more than enough. The broodlords are a clever addition that I like, it is a bit expensive though, so you might not need one in every stealer unit. This should allow you to add things like 3 Zoanthropes in a mycetic spore (220p) is an almost guaranteed tank disabled, but they will probably be killed the next turn, so you need to target the LR with the assault terminators or a squadron of Russes.

Here is a good list of things to check with any army you build: http://www.dakkadakka.com/wiki/en/Take_All_Comers_Checklist

Good luck!

Here is an updated list. What would you remove to fit in zoeys in a pod?

Hive Tyrant - Bone Sword, Lash whip, Heavy Venom Cannon, Old Adversary, Armored Shell - 260

Hive Tyrant - Bone Sword, Lash whip, Heavy Venom Cannon, Hive Commander, Armored Shell - 260

1 Tyrant Guard - 60

1 Tyrant Guard - 60

The Doom - 90, Pod - 40

3 Hive Guard - 150

8 Gene stealers - Toxin Sacs, Broodlord - 182

8 Gene stealers - Toxin Sacs - 136

8 Gene stealers - Toxin Sacs - 136

8 Gene stealers - Toxin Sacs - 136

10 Gargoyles - Toxin Sacs - 70

Harpy - TL Heavy Venom Cannon, Clusterspines, Adrenal Glands - 180

Trygon Prime - 240

A bit more ranged tank busting (I have terribly good luck with my venom cannons), and the stealer units are cool, plus i threw in some gargoyles for cover giving purposes. What do you think? And thank you for the excellent response
   
Made in se
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

Much better! I'm glad to help any fellow tyranid player to greatness.

I think you can actually get rid of one of the HTs. You seem to have plenty of assault power as it is. Your synapse is covered because the stealers don't really need it. That should let you add some zoeys in a pod.

This will give you one more static and one more agressive part of the army. The static one will be your HT with TG and your HG. The fast/deepstriking/outflanking part will be everything else.

You could even consider equipping the last HT with wings instead of Armored Shell and changing the HG and TG for more zoeys in pods. Then you are going to have an all reserve army, and that can be great fun. It plays pretty differently from the old style advancing tyranid army.

Also remember that the Hive commander upgrade lets you outflank one unit of troops. Hormagaunts and (troop) tervigons are good units to do that with, even though the great number of potentially outflanking stealers are likely to keep your enemy away from the table edge anyhow.

And I'd really reccomend a small unit of termagants to sit on home objectives. You can see them as a 50p transport upgrade that lets one of your stealer units get into combat. The only times I don't like them is in kill point missions. But when my opponent feels there are spare units to go kill undangerous termagants, I've probably already lost the battle. They can also be used as a bubble wrap unit to stand in the way of something dangerous, so you can counterassault.
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Yeah 2nd list is better never ever take Stealers without toxin! Rerolling wounds and rending is just too much fun to pass up!

I'd argue you still need some objective campers.

Dump the HVC on the Tyrants it is poor. 2 X TL Devourers is a much better investment or going for the stranglethorne is you desperately what that Lashwhip (at I5 you're going before almost everything that is a threat to you anyway).

You've got Hive commander and are presumably outflanking those stealers so drop one unit for a big Hormagaunt unit that can also outflank. Use the Garoyles as a screen for your Tyrants.

Though to be honest I'd be tempted to drop the Tyrant guard and shells and go with wings and go all ninja with this list as is (swap out the Hive guard to Zoeys in a pod with the extra points I'd probably dump the Harpy to for a 2nd unit of Zoeys).

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




Haha, many great suggestions. I would love to try all these crazy additions like wings for tyrants, but i will have to wait because of model restrictions. Maybe when i get some wings to magnetize i will give it a go.

The only reason i don't want to drop the hive guard for more zoeys is because their shooting attack is a psychic power, and they can get shut down, hence the need for some un-psychic shooting. Here is another list.

Hive Tyrant - Bone Sword, Lash whip, Heavy Venom Cannon, Hive Commander, Armored Shell - 260

2 Tyrant Guard - 120

3 Zoanthropes - 180, Pod - 40

The Doom - 90, Pod - 40

3 Hive Guard - 150

8 Gene stealers - Toxin Sacs, Broodlord - 182

8 Gene stealers - Toxin Sacs - 136

8 Gene stealers - Toxin Sacs - 136

8 Gene stealers - Toxin Sacs - 136

10 Termagants - 50

10 Gargoyles - Toxin Sacs - 70

Harpy - TL Heavy Venom Cannon, Clusterspines - 170

Trygon Prime - 240

That gives me the anti-tank, and objective campers. Hopefully i'll get in a few games soon, and we can see how it goes.
   
Made in se
Slaanesh Chosen Marine Riding a Fiend




Uppsala, Sweden

A nice and varied list centered around some serious stealer shock. Let us know how it works out :-)
   
Made in us
Regular Dakkanaut




One last thing. Has anybody used the harpy effectively? Any reports on it's uses?
   
Made in us
Nihilistic Necron Lord




The best State-Texas

Warboss Nidsplitta wrote:One last thing. Has anybody used the harpy effectively? Any reports on it's uses?



I personally hate it. I've used it a few times, and it's never seemed to work out right. Hive Guard are better Anti Tank, for cheaper. It's a MC that can suffer ID, the harpy is just terrible for it's points.

of course, YMMV.

My suggestion, if your going for quick assaults, would be to trade out the Harpy for some Raveners with RC. They're beasts, so they get fleet, and a 12" assault range. if you get the charge off, it's likely to kill anything it charges, as long as it's not something on the scale of TH/SS Termies.


4000+
6000+ Order. Unity. Obedience.
Thousand Sons 4000+
:Necron: Necron Discord: https://discord.com/invite/AGtpeD4  
   
Made in gb
Dakka Veteran




Reading - UK

My thoughts are that this list could be better with some minor tweaks.

Hive Tyrant - Bone Sword, Lash whip, Heavy Venom Cannon, Hive Commander, Armored Shell - 260
- I'd replace him with a Swarmlord considering how many units of stealers your taking. You get to reroll what edge they come on, plus its only 20 more points than his current cost.

2 Tyrant Guard - 120
- You could probably drop down to one if your taking gargoyles.

3 Zoanthropes - 180, Pod - 40
- Awesome

The Doom - 90, Pod - 40
- More Awesome

3 Hive Guard - 150
- Wise choice fearing shutdown from phychics

8 Gene stealers - Toxin Sacs, Broodlord - 182
8 Gene stealers - Toxin Sacs - 136
8 Gene stealers - Toxin Sacs - 136
8 Gene stealers - Toxin Sacs - 136
- As stated would work amazingly with SwarmLord.

10 Termagants - 50
- Whats the point? Spend these points else where.
Either that or drop your harpy and get a troop choice Tervigon. Awesome for sitting on objectives and provides more scoring units.

10 Gargoyles - Toxin Sacs - 70
- I'd increase unit size.


Harpy - TL Heavy Venom Cannon, Clusterspines - 170
- Never heard much good about harpies.

Trygon Prime - 240
Very tasty, give him Adrenal Glands but only if you have the points to spare.

This message was edited 1 time. Last update was at 2010/03/20 03:09:10


 
   
 
Forum Index » 40K Army Lists
Go to: