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Made in gb
Huge Hierodule






Nottingham (yay!)

Dave_Nz wrote:
lindsay40k wrote:For my initial contribution, I'll list my current all-comers friendly games list, and dwell upon what I'll do with it against GK.

---

(army)

.


Im sorry for double post, but i cant multi quote for gak xD

for starters, this is 1750? i think :S, was too lazy to calculate, but you are only running 47 models, IMHO this isn't enough for a tyranid take all comers lists, they are better with just swarm , in 1750 say 2-3 tervigons , zoanthrope droppod squad, tyrant, some guards, ( both ) and then either genestealers, or carnifexs'.

This provides a good allround list because you cant get screwed over my mech and infintry. the SL is a fine unit, although kinda slow xD but if you abuse terrain like i do it can work. although the zoeys....... no pod? no go bro :( and iv said above how i feel about t-fexs'.

Thanks, Dave_Nz.


Like I say, I'm running a fluff list based foremost on units I like, of which the T-fex is my favourite. I know he's a clumsy, overpriced brute, but I enjoy trying to get my money's worth out of him :3

That said, a Tervigon is on my list of stuff to make. It'll take some time to make a Termafarm list, though, and at any rate I'm keen to get a bunch more games out my T-fexes before massively rewriting my list. As it happens, I have a painted Spod ready for use; Spodding synergies pretty well with Swarmlord, so sure I'll go for it. So, perhaps I'll aim towards this new list:

---

Swarmlord, 3 Tyrant Guard with Lash Whips

2 Zoanthropes with Mycetic Spore and Barbed Strangler

3 Hive Guard

Tervigon with Adrenal Glands and Toxin Sacs

11 Termagants

20 Hormagaunts with Toxin Sacs

10 Genestealers

T-fex with Acid Spray, Cluster Spines, Shreddershards

T-fex with Rupture Cannon, Cluster Spines and Shreddershards

---

Went for a BS instead of +3 Termagants, as it only has to kill one Marine to pay for itself and it'll probably pin at least one unit in every third game.

I know that Tervigons yield economies of scale when you can really mass-produce a swarm and take the odd one running out of eggs, but until I get three new MC's and a load of horde painted this is the best I can aim for

   
Made in nl
Longtime Dakkanaut





with tyranids you cannot outshoot Grey Knights and there to flexible in CC if you want to go all assault. You need sumthing in between.

As a tyranid player I think you really need the venomthropes to protect your units. all MC's within 6 inch get the 5+ coversave and if those Grey Knights want to assault the lose 1/6 models with the dangerous terraintest and lose their extra attack for assaulting.

My setup:

Prime (goes with venomthropes)

2 venomthropes
3 hivegaurd
3 hivegaurd

tervigon with Catalyst, AG/TS cluster spines
tervigon with Catalyst, AG/TS cluster spines
10 gaunts
10 gaunts

tyrannofex with rupture and clusterspines
trygon with AG
trygon with AG

venomthropes with prime in the middle. tyrannofex in the front with the tervigons. hivegaurd and trygons on the side.

Move across the table and give the trygons or tervigons feel no pain. if a tervigon gets a lot of wounds it can move behind the tyrannofex for a 4+ coversave next turn.

Hivegaurd and tyrannofex shoot down the vehicles. The ALL got a 5+ coversave. If the want to shoot down the venomtropes/prime? the get a 4+ coversave (got to ground for a extra +1 coversave) and you can allocate Instant kill wounds on the prime.

if your within 18 inch.. spawn two units of gaunts and let them shoot and assault. tervigons and tyrannofex can use clusterspines and try to kill as much grey knights as possible.

I think this works against Grey knights, but if your playing 2000+ games its possible that those grey knights got to much firepower... just as all those other top (mech) lists... 8(
   
Made in us
Shas'la with Pulse Carbine




Levittown, NY

Dave_Nz wrote:
I would simply like to point out that 'put them out of LOS' is not cut and dry. For instance the store I usually play at doesn't have a single piece of terrain that will block LOS to a tac marine, let alone a hive guard. Most terrain is low and open, and the ruins all have about a bazillion windows cut into every wall


Well in all honesty then that isn't your fault, and that isn't very good terrain rofl, your saying that your local shop doens't have one piece of terrain that is bigger then say... 4'?


We have terrain that is bigger than 4" tall, it just has so many windows in it you can literally be across the table and look through it and see a marine on the other side. We also have some really annoying low area terrain. One piece is a bunch of pipes that looks like an oil refinery type piece. It's very nice looking, but it's about 24" long and almost that wide, and invariably seems to be on the table whenever I run Kan wall.

But in all honesty, in most of the video bat reps I watch and most of the tournaments I've been too and seen videos of, true LoS blocking terrain is on the rare side.

This message was edited 1 time. Last update was at 2011/03/25 16:03:19


40K: The game where bringing a knife to a gun fight means you win.

2000 Orks
1500 Tau 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Y'know, I like that list a lot. Floaty brain-type units and MC spam really fit in my army's Behemoth-eating-Exodite-world background. And it's all stuff I've promised to add to my collection...

   
Made in us
Fixture of Dakka





dnanoodle wrote:

You should check the BRB FAQ. You have to move ICs first (after the closest model is moved if you are the one assaulting) during assault moves. That includes the defenders react move.

A hive tyrant with guards it not an IC.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in nz
Brainy Zoanthrope






Okay so i thought id post my 2k take all commers list, it lacks a tiny bit of Anti-tank, i know, but you cant be pro-everything xD

HQ

Hive Tyrant - 2 x twin-linked devourers & old adversary


Tyrant Guard - lash whip

Tervigon - toxin sacs, adrenal glands & catalyst

Elite
2 x Hive Guard

2 x Hive Guard

2 x Hive Guard

Troops

Tervigon - toxin sacs, adrenal glands & catalyst

Tervigon - toxin sacs, adrenal glands & catalyst

10 x Termagants

10 x Termagants

10 x Genestealers - toxin sacs

10 x Genestealers - toxin sacs

Heavy Support

Carnifex 2 x twin-linked devourers

Carnifex 2 x twin-linked devourers

last played this against CSM and rolled him.

Gargoyls assualt "Seems Good"

Tyranids 500
1k
1.5k
1750
1850
2k

Feel free to send me messages with points and what style you play restrictions and i will happily construct compettitive lists for you  
   
Made in no
Liche Priest Hierophant





Bergen

I am just having trouble building Nid lists in general. The only big bugs I find worth taking are trevigons and trygons. (Hive guards if you count all T6) Tervigons for synapse noastly (good synapse is hard to find) and the trygons for close combat awsomeness. Of course the trygons will have a hard time against halberds that have both hammer (IC) and the force kill, but I do think the chanches of dying to a halberd without hammer or rad greandes is small. (He has to wound on a 6.)

With that being sead it might just be worth making the trygons into synapse and shadow in the warp vs those force weaponds.

But what small bugs to use? I personaly like gargoyles the best and the termagaunts because of the tervigons. What do you people think? And also, is the time right to change out the trygons with raveners? Whatwith all the suposebly poison from DE and the psyker ID? Just my thoughts.

   
Made in ph
Rough Rider with Boomstick






Mawlocs are also good for that terror from beneath large blast template..it is s6 ap2 and not a close combat attack, thus they only get a 5+ invo save..



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Made in us
Mekboy Hammerin' Somethin'





Warp Quake, if they decide to use it, makes the Mawloc auto-mishap.

Thunderfrog wrote:
+1 Str for like 5 points? To autocannons or assault cannons? Hell yea. Then the Reinforced Aegis upgrade for free AND the ability to ignore stunned shaken.. pretty much for free..
Other Dreadnaughts should just go somewhere and be a toaster.

Mattieu~~~~ It's not that eldar are bad, it's that they require a lot of intergration between units. Also, that doesnt prove anything other than GW has a huge hard-on for marines, and, given the option between making a xeno the best psykers or making a marine the best psyker, they will 9 times out of 10 choose the marine.
Automatically Appended Next Post:
Tzeentchling9 wrote:Mephy can't be swept. He is still a marine so he has the, "And They Shall Never Get Removed From The Table After Losing Combat Like Everyone Else Because They Are The Poster Boys" special rule.


 
   
Made in ca
Infiltrating Broodlord





Oshawa Ontario

This will not be a pleasant match up, regardless of what you take. The real trick as always, is finding an army that works against GKs AND everything else. Building a GK smashing list is easy.

What scares me about GKs;

-Paladin/Dragio death star....going to suck to remove this unit. Not super scared, but this won't be fun.
-Purifiers. Will EAT hordes for lunch. Also expecting halberds on them typically, so I6 isn't going to be fun. PRIME TARGET to kill!
-Grand Masters. Deadly by themselves, their grenades are slowed (-1T and the psycho-nades which just brutalize you), and the strategies are going the make them annoying to play against with scouting dreadknights and scoring psyflemen.
-Vindicare assassin. Not so feared by the nids, but 2 wounds per shot and long range is going to make them annoying. Keep Zoans out of LOS of these things!
-Psyflemen,Venerable psyflemen. Not terrified since they are only AP4, but if I used warriors these would SUCK. Ven dreads are going to be a bitch to kill.
-Psyshock abilities...auto perils of the warp when hit on psykers...HEY, TYRANTS ARE PSYKERS! 4 mindstrike missiles from a storm raven have a solid chance of dropping a tyrant in 1 volley.
-Dreadknights, Trygons...BUT BETTER, FASTER and TOUGHER. screw geedudya on this one. Gunna have to genestealer or poison gant swarm it.
-Force weapons everywhere...<sigh> Don't need to explain this one.
-S5 storm bolters. Average troops can wreck gants and stealers and are solid against monstrous creatures.
-Wide spread psyk-out grenades...any squad with a psyker is I1 when they get charged.

What doesn't scare me;
Erm...rhinos?

It's going to be a mean match up. You will have to hit hard and fast, and wipe out squads all at once before they get a chance to swing. Don't let them charge you and try to control the flow of the game. Watch out for purifiers and smoke them with everything you've got. A lot of their units are hard counters to our, and at best our are an even match in optimal situations. It will be a matter of rock/paper/scissors on the battlefield it seems.

My typical list

Winged tyrant, OA, LW/BS - Gunna be useless. Will have to get the charge to have a prayer against anything, will have to pray that SitW protects against ID from force weapons. Have to combine charge to roast stuff ASAP.
5 hive guard - Nothing new here, hide and shoot rhinos, razors and those annoying dreads. If those are all dead/not in, then paladins.
8 Ymgarls - High hopes for these guys, if combined with FnP they can stand against purifiers in HtH reasonably well, as well as most other GK units.
Tervigon + termigants - Hide and take objectives. Throw firepower at purifiers and try to assist other units.
2x10 Genestealers, toxinsacs - Work horse of my army typcially. What ever they touch will have to die...now. Try to keep away from purifiers if possible unless then have FnP and team up with the hive tyrant to OA/Toxin annihilation.
Trygon, adrenal glands - <sigh> Fight non-halberd infantry and dreads...CRITICAL it gets the charge and is kept under SiTW to prevent ID. Will need to work with other units to make sure it isn't overwhelmed.

I have ZERO ideas on how to kills a psychotoke grenade equipped unit...they are death on everything.

Looking for Durham Region gamers in Ontario Canada, send me a PM!

See my gallery for Chapterhouse's Tervigon, fully painted.
 
   
Made in au
Norn Queen






lindsay40k wrote:
Kroot Loops wrote:
Jackal wrote:Kroot, check the nid FAQ mate.
Lash goes 1st, so any others stack on afterwards.


Thanks for the heads up. Did that FAQ do anything aside from screw the nids


A bunch of clarifications, most of which sort out typos, one of which enables Mawlocs to actually use their ability without breaking RAW, and a few of which screw anybody who wanted to stack Hive Commander, or use AOE abilities on embarked units, or have a Tyranid Prime join a Warrior Spod unit.

So, aside from upgrading Mawlocs from 'useless' to merely 'poor', no, not really.


If you think Mawlocs are a useless or even poor unit, you really shouldn't be playing Tyranids.
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Carnage43 wrote:
8 Ymgarls - High hopes for these guys, if combined with FnP they can stand against purifiers in HtH reasonably well, as well as most other GK units.
2x10 Genestealers, toxinsacs - Work horse of my army typcially. What ever they touch will have to die...now. Try to keep away from purifiers if possible unless then have FnP and team up with the hive tyrant to OA/Toxin annihilation..


FNP against Force Weapons? That ignore armour? Hate to bear bad news, here...

   
Made in ca
Infiltrating Broodlord





Oshawa Ontario

It will be useful against the 'Cleansing Flame' psychic power i mean. 4+/4+ is solid for cutting down pre-combat wounds.

This message was edited 1 time. Last update was at 2011/03/26 02:04:57


Looking for Durham Region gamers in Ontario Canada, send me a PM!

See my gallery for Chapterhouse's Tervigon, fully painted.
 
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

To be honest, i see nids being pressed to win in a KP game.
Objectives on the other hand, that is something nids can do, but not with any real skill involved.

HQ:

Tervigon: Catalyst, onslaught - 190
Tervigon: Catalyst - 175

Elite:

3 Hive guard - 150
2 Hive guard - 100
2 Hive guard - 100

Troop:

30 termigants - 150
30 termigants - 150
30 termigants - 150
Tervigon: Catalyst - 175
Tervigon: Catalyst - 175
Tervigon: Catalyst - 175

Fast:

30 Gargoyles - 180
30 Gargoyles - 180
30 Gargoyles - 180

Heavy:

3 Biovores - 135
3 Biovores - 135

2,500 points on the head.



So, 90 termigants and 90 gargoyles to start the game.
Gargoyles push forward as quickly as possible in a horizontal line, blocking anything getting past them (moving shield wall)
Not only will that stop them pushing too close, it will also provide your army a shield.
Termies run up behind them, pushing forward again in a line like a wave.
Idea is to get as far forward as possible and deny them any ground. (shooting as you go and when in range of course)

Tervigons spawn on average of 50 new termigants each turn, simply press them forwards too.
Just keep reinforcing the wall as much as you can and try and pin them in thier DZ.

If anything DS's near you, simply flood them and pin them in combat until they die, or time runs out.

Hive guard move forward and aim at light armour.

Biovores simply drop mines on as much as possible.
While they wont do a great deal of damage, they can help support your units pretty well.


In an objective game its possible to own 70% of the board and very quickly.
While it seems like a dumb idea, it works pretty damn well.
You have alot of small arms fire, which will do a considerable ammount of damage over the course of the game.
You units will die, which is why you have a factory in your spawn throwing out more of them.

simply use troops as shock absorbers and press the other player back.
In an objectives game its pretty hard to lose.
KP however, your done.


Automatically Appended Next Post:
Edit:

If you think Mawlocs are a useless or even poor unit, you really shouldn't be playing Tyranids.


So you think they are worth using?
They will be out of synapse 90% of the time.
They will end up being torn apart in CC by most things as they can fight about aswell as a grot on steroids.
They really do have little impact on anything, unless your against a mass horse army, which GK isnt.

This message was edited 1 time. Last update was at 2011/03/26 02:20:14


   
Made in iq
Nihilistic Necron Lord




The best State-Texas

I think Our biggest concerns are going to be the Purifiers and the Psybolt Auto Cannon Dreads. We have the tools to deal most of the other formidable things in the GK list, but those two are going to be the real pain, IMO.

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Made in jp
Impassive Inquisitorial Interrogator





DarknessEternal wrote:
dnanoodle wrote:

You should check the BRB FAQ. You have to move ICs first (after the closest model is moved if you are the one assaulting) during assault moves. That includes the defenders react move.

A hive tyrant with guards it not an IC.


I'll be damned. Thanks for pointing that out; it's good to know.

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Made in us
Fixture of Dakka





San Jose, CA

Just got in an actual game one-on-one with a tyranid army (battle report here). This is the list he brought:


Swarmlord
2x Tyrant Guards - Lash Whips

3x Hive Guards
3x Hive Guards

Tervigon - Adrenal Glands, Catalyst, Cluster Spines, Toxin Sacs
10x Termagants
Tervigon - Adrenal Glands, Catalyst, Cluster Spines, Toxin Sacs
10x Termagants

2x Carnifexes - Frag Spines
2x Carnifexes - Frag Spines
3x Biovores

This message was edited 1 time. Last update was at 2011/03/29 04:31:43



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