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Made in us
Hungry Little Ripper




DC/MD/VA area

Looking for something competitive but fun - and love the Mawloc/Trygon too much not to include at least one.

HQ
Tervigon - catalyst, toxin sacs

Elite
Lictor x2
Hive Guard x3

FA
Harpy w/TLHVC
Harpy w/TLHVC

Troops (this seems pretty light)
Hormagaunts w/toxin, adrenal x16
Termagants w/dev x15
-- Tervigon - catalyst, toxin sacs

HS
Tfex w/rupture
Tfex w/rupture
Mawloc

Pretty sure this clocks out to 2k even.

Deployment should generally be:
tfex-tgon&hgants-hives-tgon&tgants-tfex; harpies flex however needed; lictors/mawloc obviously in reserve.

General tactics:
Hgaunts/Tgants move forward supported by tgons, gen more tgants. Tfexes advance. Hive guard as protective fire base for tgons and anti-deepstrike. Harpies, lictors, mawloc for disruption.

Light on synapse, light on troops, no deathstar, but two tgon tarpit wannabes.


http://midlifegamingcrisis.blogspot.com/ <----------> Armies: <----------> DC: 70 S+GM+B++I+Pw40k91/f-D++A++/sWD118R+T(TM)DM+




 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Warlocke21 wrote:Looking for something competitive but fun - and love the Mawloc/Trygon too much not to include at least one.

HQ
Tervigon - catalyst, toxin sacs

Elite
Lictor x2
Hive Guard x3

FA
Harpy w/TLHVC
Harpy w/TLHVC

Troops (this seems pretty light)
Hormagaunts w/toxin, adrenal x16
Termagants w/dev x15
-- Tervigon - catalyst, toxin sacs

HS
Tfex w/rupture
Tfex w/rupture
Mawloc

Pretty sure this clocks out to 2k even.

Deployment should generally be:
tfex-tgon&hgants-hives-tgon&tgants-tfex; harpies flex however needed; lictors/mawloc obviously in reserve.

General tactics:
Hgaunts/Tgants move forward supported by tgons, gen more tgants. Tfexes advance. Hive guard as protective fire base for tgons and anti-deepstrike. Harpies, lictors, mawloc for disruption.

Light on synapse, light on troops, no deathstar, but two tgon tarpit wannabes.



Ok, well... you lack what nids are feared for; lots of big crap that goes ROWR and eats things.

That being said, heres what I would do:
-Cut lictors, the fact they cannot assault outta DS anymore is horse crap ><
-Harpys are OK, but they have one weakness; no invun. with only 4 wounds, they go down... quick. Also, they don't seem to hit very hard
- 2 Tfexes, as most will say, is a LOT of points on 2 models... unless you face 2+ land raiders its not needed. I'd cut 1 out for a trygon or something
- Mawlocs are OK, and I know your trying the lictor combo... but its honestly not worth it IMO. Sure, you might kill 1 unit... then your mawloc gets shot to hell, and theres your whole plan shot. Trygons > always!
- You should stick solely to termagaunts. In my experience, horms rarely get where they need to before they get blown up, while your tervigons buff the hell out of your termagaunts. Might as well buy more cheap termagaunts that get free upgrades right?
- Get adrenal glands on your tervigons; it makes it so your lowly gaunts can glance rhinos, russes, and the like on their back armor on the charge... pretty damn nifty!

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Made in us
Hungry Little Ripper




DC/MD/VA area

Appreciate the thoughts. My concern is how to disrupt/deal with the vehicle castles (L-shapes, etc...) that inevitably show up in well-played mech lists. The ability to create terrain (in effect) is a powerful one that the 'nids can only replicate with spods. The mawloc is about the only thing I can think of that can displace a vehicle wall. Harpies are there to snipe scouts, bikes, speeders, and flanking shots on vehicles that get too far ahead - so more disruption. The lictor's inability to assault out of DS is frustrating, but aside from Deathleaper, they are about the only to get the mawloc to show up where needed (provided they survive).

Hate the fact this is so weak on synapse - one good round of multi-deep strike and its essentially game over. Back to the drawing board!

http://midlifegamingcrisis.blogspot.com/ <----------> Armies: <----------> DC: 70 S+GM+B++I+Pw40k91/f-D++A++/sWD118R+T(TM)DM+




 
   
Made in gb
Tower of Power






Cannock

You don't need adrenal glands on the Hormagaunts with toxin sacs. THey wound on a 4+ all the time so you've lost strength benefit and they are I5 so quick enough anyway.


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

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Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

You don't have enough hormagaunts to be worth it...I personally don't believe enough of them will survive long enough to hit hard and win assault...Hormagaunts are my favorite assaulting unit actually...they become ridiculous in the right conditions...but if only around 10 of them charge into a suad of MEQ they aren't going to do much.

Personal experience.

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Made in gb
Tower of Power






Cannock

I agree with the above, as already mentioned you need toxin sacs, but with Hormagaunts it's weight in numbers.

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 
   
Made in us
Hungry Little Ripper




DC/MD/VA area

Thanks for the input - especially about the gaunts. They've been one of my favorite models for a long time and even more than stealers embody all things gribbly and fun about 'nids. That's my problem more than anything - too many models I really like, or like the idea of.

Will revisit and see what else I can come up with - thanks again.

http://midlifegamingcrisis.blogspot.com/ <----------> Armies: <----------> DC: 70 S+GM+B++I+Pw40k91/f-D++A++/sWD118R+T(TM)DM+




 
   
Made in gb
Tower of Power






Cannock

I had that problem with Nids. I think my first 2k list came out at 3k points! You just need to cut down and take what works well.

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 
   
 
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