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![[Post New]](/s/i/i.gif) 2010/05/21 18:19:32
Subject: What are the best tactics for 2k Tyranid army?
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Mindless Spore Mine
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especially against chaos space marines.
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Hive Fleet Corona: ~in the making~ |
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![[Post New]](/s/i/i.gif) 2010/05/22 07:55:41
Subject: What are the best tactics for 2k Tyranid army?
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Annoyed Blood Angel Devastator
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What army do you have.
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Daemons 3000pts
2000pts
Marines 2000pts |
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![[Post New]](/s/i/i.gif) 2010/05/22 10:08:39
Subject: What are the best tactics for 2k Tyranid army?
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Regular Dakkanaut
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A Tyrant Deathstar will play different from Stealer-shock for instance. Are you actually looking for some 2k lists and tactics to use them?
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![[Post New]](/s/i/i.gif) 2010/05/22 16:49:28
Subject: What are the best tactics for 2k Tyranid army?
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Junior Officer with Laspistol
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Tervigons and Hive Guard are crucial to any competitive 'nid list. Start there and then go about designing a force to be able to compete in all aspects of the game.
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Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
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![[Post New]](/s/i/i.gif) 2010/05/22 17:05:54
Subject: What are the best tactics for 2k Tyranid army?
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Mindless Spore Mine
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i have :
1 hive tyrant, with:
lash whip & bone sword,
heavy cannon,
Paroxysm,
psychic scream,
Old adversary.
2 tyrant guard with bone swords,
Deathleaper,
3 hive guard,
2 zoanthropes with warp lance and mycetic spore,
2 tervigons with cataclysm, toxin sax and reg.
30 t-gaunts
30 horms,
15 gargoyles
total 2k
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Hive Fleet Corona: ~in the making~ |
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![[Post New]](/s/i/i.gif) 2010/05/22 17:29:15
Subject: What are the best tactics for 2k Tyranid army?
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Longtime Dakkanaut
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willydstyle wrote:Tervigons and Hive Guard are crucial to any competitive 'nid list. Start there and then go about designing a force to be able to compete in all aspects of the game.
Partially incorrect. Depending on the build (All-drop/etc), Zoanthroapes can be used in place of Hive Guard provided lighter transport suppression options are covered elsewhere (be through Harpies or Brainleechfexes).
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![[Post New]](/s/i/i.gif) 2010/05/22 18:04:41
Subject: What are the best tactics for 2k Tyranid army?
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Junior Officer with Laspistol
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MagicJuggler wrote:willydstyle wrote:Tervigons and Hive Guard are crucial to any competitive 'nid list. Start there and then go about designing a force to be able to compete in all aspects of the game.
Partially incorrect. Depending on the build (All-drop/etc), Zoanthroapes can be used in place of Hive Guard provided lighter transport suppression options are covered elsewhere (be through Harpies or Brainleechfexes).
I'll grant the point.
I guess I should say that any competitive nid list starts with tervigons and some sort of anti-transport.
The Tervigons allow you to play much more aggressive because you can FNP your units and don't have to worry as much about losing scoring units.
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Why did the berzerker cross the road?
Gwar! wrote:Willydstyle has it correct
Gwar! wrote:Yup you're absolutely right
New to the game and can't win? Read this.
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![[Post New]](/s/i/i.gif) 2010/05/22 20:41:25
Subject: What are the best tactics for 2k Tyranid army?
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Mindless Spore Mine
gainesville,fl
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I think your list sounds pretty solid. I would probably cut out the Tgaunts since your tervigon is pumping out 2 units a turn and use those points torwards a trygon, tyrannofex, Doom, etc. also 30 horms is a bit much. I find that 20 is more maneuverable on the table. make sure they have toxin sacs... they are a must.
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![[Post New]](/s/i/i.gif) 2010/05/22 22:32:08
Subject: What are the best tactics for 2k Tyranid army?
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Regular Dakkanaut
Arizona
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shaunzo wrote:I think your list sounds pretty solid. I would probably cut out the Tgaunts since your tervigon is pumping out 2 units a turn
I'm not sure you understand how a Tervigon works. You're guaranteed to get one squad of gaunts per Tervigon each game. If you get a double on the 3d6 it can't do it anymore. Termagaunt spawn usage is a tricky thing to work with. You could try and use it every turn to get maximum gaunts, but the earlier they're spawned the more time the opponent has to kill them. Alternatively you can use it late in the game and drop a guaranteed squad where you want it on turn 4+ for a precision assault or objective hold. Plan for having only one spawn per Tervigon each game because multiple are never guaranteed. Further, by keeping the gaunts in a list you allow Tervigons to be taken as troops.
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"I drive a big car, cuz I'm a big star. I'll make a big rock-and-roll hit." "I am a big car, and I'm a strip bar. Some call it fake, I call it good-as-it-gets."
 I am both selfish and chaotic. I value self-gratification and control; I want to have things my way, preferably now. At best, I'm entertaining and surprising; at worst, I'm hedonistic and violent. |
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![[Post New]](/s/i/i.gif) 2010/05/22 22:54:55
Subject: What are the best tactics for 2k Tyranid army?
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Mindless Spore Mine
gainesville,fl
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true but still... your gonna need some hard hitting, multi wound, Armor save ignoring creatures. Gaunts are usually gonna die regardless and if you dont give your opponent something else to shoot at they are put all the fire into those tervies. Trust me on this, the more priority targets you present the better chance you have of overall survival and victory.
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![[Post New]](/s/i/i.gif) 2010/05/23 07:30:38
Subject: What are the best tactics for 2k Tyranid army?
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Regular Dakkanaut
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I agree with Shaunzo, you can have too many mobile cover saves. Gaunts do not do a lot. With the Gargs as well that is 75 harassers that can not do much to armour.
If you drop a few gaunts you get points for giving the Tyrant Hive Commander (so Hormies or Tervigon can outflank), put Adrenal Glands on the Tervigons and get the third Zoanthrope for better anti-tank.
I would give the Tyrant guard Whips instead of swords and Tyrant wants Armoured Shell to shrug off Krak Missiles. You then still have enough points for either a T-fex or Trygon.
2000 point Swarm
285 1 hive tyrant, with: Sword/Whip, HVC, Old adversary, Hive Commander, Armoured Shell
130 2 tyrant guard with Whips
140 Deathleaper
150 3 hive guard
230 3 zoanthropes and mycetic spore with Cluster Spines
450 2 tervigons with catalysis, toxin sax and reg, Adrenal Glands
100 20 t-gaunts
160 20 hormies with Toxic Sacs
90 15 gargoyles
265 Tyrannofex w/ Rupture Cannon
Personally I do not rate the Heavy Venom Cannon at all but have left in in for now. Devs are better at stunning tanks but have shorter range and Stranglethorn is good for taking out Havoc squads. The other option is to give him Regen and build up your Tyrant Deathstar unit.
Tactics will depend a bit on the opponent. However as a guide I would set up centre table with -
Gargoyles
Hormagunts
Tyrant & Guard, Tervigon-1, T-fex, Hive Guard
Then have Tgaunts-1 on Objective
Reserves: Deathleaper, Tgaunts-2, Tergivon-2 (outflanking), Zoanthropes in pod (Deep Strike)
Tervigon gives Gargoules FNP. T-fex and Guard shoot everything else in the central blob runs forward.
Gargoyles should make combat on second turn, with the rest following soon after.
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This message was edited 2 times. Last update was at 2010/05/23 08:02:15
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![[Post New]](/s/i/i.gif) 2010/05/23 12:35:24
Subject: Re:What are the best tactics for 2k Tyranid army?
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Sneaky Lictor
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I frequently play against a friends army made up of nothing but lash princes, plague marines, and oblits. Its a very tough match up for the bugs.
What I have found is good target priority and keeping your cool will generally let you just grind them down.
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Pink and silver mech eldar- suckzorz
Hive fleet - unstoppable
09-10 tourney record (small 10-20 person events)- 24/4/1
CAG 2010-3rd
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![[Post New]](/s/i/i.gif) 2010/05/23 14:53:12
Subject: What are the best tactics for 2k Tyranid army?
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Committed Chaos Cult Marine
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Can i give you a defferant PoV. trade ouy your hive guard for ymgarl genestealers. you can choose terrain after your opponate has deployed, and the ability to pounce on the turn you come in, added to the no scatter, is just enough, awesome to down a D.Prince, or hold a unit by being t5. Assassinating Oblits and havocs works wonders too. You don't need to worring about popping transpors with your counter assault, let them come.
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And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.
Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole |
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![[Post New]](/s/i/i.gif) 2010/05/23 14:57:26
Subject: What are the best tactics for 2k Tyranid army?
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Stubborn Dark Angels Veteran Sergeant
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I've found Ymgarls to be enormously effective, too. In the last game I played with them, a couple of days ago, an 8-strong squad of Ymgarls killed a five-man Chaos Marine Squad when they arrived on Turn 2, then got charged by a Defiler and blew it up with no casualties before it even had a chance to strike back, then took out another 5-man CSM squad and were having a go at the Land Raider that was my opponent's final unit, when he conceded at the end of Turn 5. I only lost 3 Ymgarls the whole game!
The ability to get +1 Toughness if you're assaulting through cover (and so striking last), or +1 Strength against vehicles, or +1 Attack if you're assaulting in the open, is incredibly handy, too.
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![[Post New]](/s/i/i.gif) 2010/05/23 15:19:08
Subject: What are the best tactics for 2k Tyranid army?
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Mindless Spore Mine
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ymgarls are great, but on another topic i've already decided theyr too expensive for my army...
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Hive Fleet Corona: ~in the making~ |
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![[Post New]](/s/i/i.gif) 2010/05/23 15:34:40
Subject: What are the best tactics for 2k Tyranid army?
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Sneaky Lictor
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Ive spent too much money on hive guard and zoanthropes to switch them out for ymgarls. And the hive guard are doing great for me.
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Pink and silver mech eldar- suckzorz
Hive fleet - unstoppable
09-10 tourney record (small 10-20 person events)- 24/4/1
CAG 2010-3rd
▂▅▇█▓▒░◕‿‿◕░▒▓█▇▅▂ |
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![[Post New]](/s/i/i.gif) 2010/05/23 15:45:26
Subject: What are the best tactics for 2k Tyranid army?
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Committed Chaos Cult Marine
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bah, they are priced about right for what they do, even a little less. 115 points broke 1k of sm at ardboys here in the ATL. switing out one unit of zoanthropes shoud be enough. 4+ saves, the ability to assault after deepstriking, and the choosable buffs, borderline OP.much better than all the dice rolls needed to get Zoans to work.
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And whilst you're pointing and shouting at the boogeyman in the corner, you're missing the burglar coming in through the window.
Well, Duh! Because they had a giant Mining ship. If you had a giant mining ship you would drill holes in everything too, before you'd destory it with a black hole |
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