Switch Theme:

Tryanids 2000  [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 gb
Waaagh! Warbiker





right i had a few good beatings at the hands of various poeple, so i think its time i had a chat about my lists and see if i could change anything to help so here goes

hive tryant + hive commander + regeneration+ heavy venom cannon = 240
2 tryant guard + Lash whips = 130
tevrvigon +toxin sacs + catalyst + cluster spines + adrenal glands = 185
deathleaper = 140
2 Zoanthrope + mycetic spore = 160
3 hive guards = 150
20 termgants = 100
20 termgants = 100
tevrvigon +toxin sacs + catalyst + cluster spines + adrenal glands = 185
3 warriors + boneswords and lash whip + toxin sacs = 150
10 genstealers + toxin sacs + broodlord = 216
trygon + prime = 240

so theres the list i would like it fairly competative as i do like winning but its not need. if theres any real major problem please tell me

Plus it's fairly credible that a GW marketing campaign for their biggest release would fit on one side of A4 - Flashman  
   
Made in us
Pestilent Plague Marine with Blight Grenade




Lafayette, IN

Let me preface my post with this: I feel that the new 'nids, while not as bad as many think, are more like 5th orks now in that you need to have specific builds and mixing elements of the different builds only waters down the entire build.
A few things I noticed - at 2k, I usually take 2 x zoanthrope and 2 x 2hive guard or 3 x 2 hive guard. It is needed.
Drop the genestealers and warriors and add another trygon prime and make the tervigon hq a troop choice. Extra points are spent on the gaunt hoards - first buffing then adding bodies. A T6 / MC list want just that. Don't need the warriors or stealers in this application.


   
Made in cn
Long-Range Black Templar Land Speeder Pilot




Beijing,China

This is a battleforce.

You would get more experiences.

Tokugawa plays:  
   
Made in us
Raging Ravener



Virginia

Man, you're all over the place with this list. I like the idea of taking lots of different units, but those units need to complement each other. I can't really help with that, because I don't know in which direction you want to go. I can help with optimizing the units you have listed, though. Here goes:

Tyrant: Why take Hive Commander? You have 4 things that could possibly use it, but 2 that probably shouldn't (trygon and genestealers). If you DS the trygon and outflank the stealers, you'll have split your army in half. Your opponent can kill the on-table stuff, then the DS/outflank stuff as it arrives, then, because the on-table stuff is pretty slow, switch back to it and finish it. If you want DS/outflank stuff, in my opinion, you either have to go all-out or at least have fast stuff to deploy on-table, so everything hits at roughly the same time.

Also, HVCs aren't particularly good. Either go 2x Devourer or tool it for CC.

Tyrant Guard: 3 is probably overdoing it, especially since your tyrant isn't particularly scary. 1 or 2 is enough: it lets your other units give your tyrant cover, and you save 60-120 points. If you make your tyrant a CC monster, stick with the lash whips. If not, drop them.

Tervigon 1: The options are fine, and I like tervigons, but why aren't you running this guys as Troops?

Deathleaper: I assume he's around for psychic defense, but he can't really do that job. Besides, Jaws is the only psychic power that Tyranids REALLY have to stop, and SW can get more than one priest with it, so DL doesn't help that much. I'd take more hive guard or zoanthropes instead, depending on your preference.

Zoanthropes: I play a slow, attrition-focused list, so I don't have much experience with podding 'thropes. The reason I don't take them, though, is that they have some serious problems. 1) If the enemy has psychic defense, they get much worse. 2) Unlike an IG melta suicide squad or something similar, they cost a fair number of points, so if the enemy doesn't have any expensive tanks, it's hard for them to make their points back. 3) They die most easily to small-arms fire, and land in melta range of the enemy, so they don't do a great job of pulling heavy weapons off your MCs. I'd run them in a DS list, as I mentioned before, but in nothing else.

Hive Guard: Solid, especially with tervigon backup. If you intend to run a DS or super-fast list, though, they might be out of place. If not, more please!

Termagants: Why 20? Why 2 squads? If you're running tervigons, there's no reason to take more than 10-bug broods: you'll replace them soon enough anyway. Since you only have one Troops tervigon, you only need one (non-free) termagant squad. Of course, I think you should move your other tervigon to troops, so you'd still need 2 squads. Just cut them in half.

Tervigon 2: I like 'em. Other people sing the virtues of Onslaught over Catalyst, but I really like Catalyst. Besides, you currently have only one squad (the Hive Guard) that would benefit from Onslaught. Something to consider, though.

Warriors: What are these guys doing? Are they meant for counterassault? I really want CC warriors to work, but the problem is that you have to keep them up in the front lines, and then they catch a few missile launchers and disappear. Maybe turn these into shrikes and hide them behind your MCs? Also, give one a VC or Strangler for wound allocation purposes.

Genestealers: A solid unit, and can fit into any list. Just make sure you give them support; they hit hard, but are too fragile to work alone. Also, please don't outflank them unless a) you know they'll have a juicy target, and b) you know they'll have cover. I wouldn't give you that advice, except I know having Hive Commander makes you want to outflank. Fight the temptation!

Trygon Prime: Why the Prime upgrade? You have a ton of synapse already and the 6 extra shots doesn't really justify spending the extra points. Also, I'm willing to bet you're deep striking this fella. Again, unless you have a really nice target in mind, don't. In my experience, the trygon is much more valuable as another target running up the field. Plus, if you keep him on-table you can catalyst him.

Hope that helps, and sorry if I come off a little harsh.
   
Made in gb
Waaagh! Warbiker





Thanks for the adivce guys i will redo a list
my qustion is that i don't know what a go HQ is, i tried the list today and it failed aganst my friends SW (again ) so i have a think and was wondering if a prime is acceptable in 2000 points list? or is a swarmlord better?
also i don;t mind what list i run as i try to adapt to every change like the new codex (still haven't got it quite yet) so if it wiould help i stop useing outflanking and deepstriking units inless is it possible to use genestealers without outflanking? also as i love the big guys is there anyway to use carifexs
sorry for all the qusetion i have been fairly annoyed about the new codex but will stick with it.

Plus it's fairly credible that a GW marketing campaign for their biggest release would fit on one side of A4 - Flashman  
   
Made in gb
Tower of Power






Cannock

Hive tyrant isn't what it used to be. It's more of a expensive utility monster now and you're not getting the most ouf ot it. You're paying 25 points to get reserve bonus but I only see the zoanthropes deep striking; I'm not sure if you're outflanking anything besides the genestealers or keeping anything else in reserve. If you've got only a few units deep striking I wouldn't bother. Consider 2 units of hormagaunts with toxin sacs and the tyrant with old adversary; that's re-roll to hit and wound on a 4+ for the hormgaunts, though give it wings and it needs a monstrous creature escort like a trygon which can keep up.

You don't need the deathleaper unless against plenty of enemy psykers.

Not enough warriors and they're geared for close combat; they don't have fleet so how you going to get into combat by moving 6" a turn? Give them deathspitters along with rending claws and toxin sacs and they can now shoot and fight. Here's some tyranid warrior tactica I did on my blog, it might help:

http://www.imperiusdominatus.com/2010/06/tactica-tyranid-warrior.html

Double your trygons

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
Forum Index » 40K Army Lists
Go to: