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![[Post New]](/s/i/i.gif) 2010/09/12 03:55:11
Subject: 1850 Tyranids
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Longtime Dakkanaut
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1499 points
Tervigon 160
3 Hive Guard 150
Zoanthrope 60
Zoanthrope 60
23 Hormagaunts 138
22 Hormagaunts 132
22 Hormagaunts 132
10 Genestealers 201
Broodlord w/ Implant Attack
10 Genestealres 201
Broodlord w/ Implant Attack
Tyrannofex 265
Rupture Cannon
I know nothing about competitive Nid. I own and have read the codex. Please help this noob rework his Nid list. Rip it apart!
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This message was edited 1 time. Last update was at 2010/09/13 20:23:32
DQ:80+S+++G++M+B+I+Pw40k10#+D++A++/areWD-R+++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2010/09/12 04:28:44
Subject: Re:1500 Tyranids
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Infiltrating Broodlord
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Splitting the Zoans just gives out free kill points IMO.
All your scoring troops are melee units, so holding objectives will be seriously difficult.
Broodlords aren't strictly necessary in every stealer brood, but it does make them a little more survivable and better able to handle multi-wound creatures/characters and vehicles with the extra point of strength they bring. Toxin-sacs are near mandatory on genestealers, it increases their killing power so much it's crazy.
I hate the Tyrannofex. PERIOD, yay, 2 BS3 shots for 265 points <vomit>
Lets see if I can make this list stronger while keeping it similar;
Tyranid Prime ~100
3 Hive Guard 150
3 Zoanthropes 180
22 Hormagaunts 132
22 Hormagaunts 132
10 Genestealers, Toxin-sacs, 170
10 Genestealers, Toxin-sacs, 170
Tervigon, Adrenal, Toxin, catalyst ~190
10 Termigants, 50
Trygon 200
That's ~1474. You can fiddle around with the squad sizes and some toys on the Trygon some for your remaining points. The Tervigon and termigants can sit on objectives this way, and that terrifically awful tyranno-fex is gone. Throw the Prime with the zoans or hive guard to screw with wound allocation a bit.
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This message was edited 2 times. Last update was at 2010/09/12 04:32:49
Looking for Durham Region gamers in Ontario Canada, send me a PM!
See my gallery for Chapterhouse's Tervigon, fully painted.
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![[Post New]](/s/i/i.gif) 2010/09/12 05:17:49
Subject: 1500 Tyranids
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Regular Dakkanaut
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I would definitely take out the brood lord and give genestealers toxin. Every time you reroll those failed wounds you have more chances at rending. Those two blend together so well it's staggering.
I also follow Carnage's mindset on the Tyranofex. Just not worth the points cost. Like so much else in the codex it's a good idea with poor execution.
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![[Post New]](/s/i/i.gif) 2010/09/12 16:01:34
Subject: Re:1500 Tyranids
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Longtime Dakkanaut
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With a 3+ invuln save, are Zoeys really that easy to kill? Anyway, putting them together can't hurt and would reduce the number of kill points they give up, this is very true. So they go together. You're absolutely right about all of my scoring units being melee units, I didn't see that before, but that needs changed badly. So the Termagant brood is a definite keeper, and the Tervigon will help with that too. No Broodlords for the Stealers? Can do.
And I figured the Tyrannofex would be one of the more reliable anti-tank units in the Nid codex, but if you feel they fall short (2 BS3 shots isn't great, true) then I'll nix that bugger. Trygon instead? Can do.
At 1474, I could, say, reduce each Hormagaunt brood by 2 models (making them 120 points each) to free up 24 points total... that's 50 points free exactly, which gets me another Termigant brood.
So the new list would look something like:
Tyranid Prime 100
Adrenal, Toxin
Tervigon 195
Adrenal, Toxin, Catalyst
3 Hive Guard 150
3 Zoanthropes 180
20 Hormagaunts 120
19 Hormagaunts 114
10 Genestealers 170
Toxin sacs
10 Genestealers 170
Toxin sacs
10 Termagants 50
10 Termagants 50
Trygon 200
1499 points.
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DQ:80+S+++G++M+B+I+Pw40k10#+D++A++/areWD-R+++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2010/09/12 16:19:17
Subject: 1500 Tyranids
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Lord of the Fleet
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How easy it is to kill a model in power armor? Pretty easy. Plus without a pod it wont threaten targets like land raiders with ease. You should combine the termas together unless they are devilgaunts
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![[Post New]](/s/i/i.gif) 2010/09/12 18:32:21
Subject: Re:1500 Tyranids
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Infiltrating Broodlord
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I wouldnt suggest a second termigant squad, you should spend the points somewhere else. The reason for taking the first termigant squad is that it makes the tervigon a troop choice and therefore a scoring unit. You drop him, the purchased termigant squad and anything it spawns on 2-3 objectives mid-field and they are fairly difficult to move out of there.
The rule for making the Tervigon a scoring unit is beside the termigant entry towards the back of the codex.
Podding the Zoans would be a better use of the 40-50 points you have left to you IMO. Zoans are decent at shrugging off missiles and melta fire, but it's the humble bolter that screws them over more then anything.
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Looking for Durham Region gamers in Ontario Canada, send me a PM!
See my gallery for Chapterhouse's Tervigon, fully painted.
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![[Post New]](/s/i/i.gif) 2010/09/13 03:22:12
Subject: Re:1500 Tyranids
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Longtime Dakkanaut
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Oh wow, I didn't see that before, for every Termagant brood you take, you can take one Tervigon as a Troops choice.
Nice!
Okay, so even without the second Termagant brood, I have two scoring units.
Is two enough? In my experience, two is never enough... but I've also never been able to use a Monstrous Creature as a scoring unit, so.
Podding the Zoeys, you say? Can do, boss.
So let's see:
Tyranid Prime 100
Adrenal, Toxin
3 Hive Guard 150
3 Zoanthropes 220
Mycetic Spore
20 Hormagaunts 120
20 Hormagaunts 120
10 Genestealers 170
Toxin sacs
10 Genestealers 170
Toxin sacs
10 Termagants 50
Tervigon 195
Adrenal, Toxin, Catalyst
Trygon 200
1495 points.
Also, how do we feel about Adrenal Glands on Hormagaunts? +2 points per model seems steep, but Furious Charge on 20 S3 models sounds pretty kickass...
40 points per brood is a lot to pay though. So. Thoughts?
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DQ:80+S+++G++M+B+I+Pw40k10#+D++A++/areWD-R+++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2010/09/13 03:44:14
Subject: Re:1500 Tyranids
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Infiltrating Broodlord
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Meh, depends on what you are aiming for with them, upgrades mean they can kill stuff, naked means they eat bullets and tie stuff up well.
I vote no, let the trygon, genestealers and prime do the killing and the horms eat bullets and tar pit stuff.
Also, the Horms and genestealers are still scoring...they are just melee-ish. So you have 6 units plus whatever the Tervigon spawns.
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Looking for Durham Region gamers in Ontario Canada, send me a PM!
See my gallery for Chapterhouse's Tervigon, fully painted.
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![[Post New]](/s/i/i.gif) 2010/09/13 03:56:12
Subject: Re:1500 Tyranids
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Longtime Dakkanaut
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My experience with Tervigons is that they love to get constipated on turn 1.
I don't think I want my ability to score to rely on Tervigon vomit.
So I'm still not super comfortable with the Tervigons and Termagants being my only units that - and I should have specified this - can sit on an objective and shoot, rather than be forced to charge the enemy (in the case of hormagaunts) or be best used outflanking (in the case of the stealers).
I don't feel like the stealers and gaunts will really do a whole lot of scoring, despite technically being scoring units.
But I defer to your expertise.
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DQ:80+S+++G++M+B+I+Pw40k10#+D++A++/areWD-R+++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2010/09/13 09:17:24
Subject: 1500 Tyranids
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Regular Dakkanaut
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If you're giving hormagaunts anything, and I suggest you do, give them toxin. You should see the look on a Demon Prince's face when thirty little gribblies roll up on his grill, start throwing tons of dice then say 'oh yeah we ignore your toughness and wound on 4+. You too Mr. Wraithlord and your 8 toughness, you're next and we get a 4+ there too.'
I typically run my Hormagaunts in one massive unit of 30 guys as that's just how they work, they're weight-of-numbers annihilators that destroy their target in one turn and move on to the next. Sticking with two units of 20 can give benefits though. End game you can break them off and secure separate points with any survivors just be very sure to treat them as essentially one unit of 40 during the game itself. Resist any temptation to split them up. They become combat ineffective really, really fast when you start getting their numbers low.
As far as not having shooty troops to secure objectives, well, that's the way the codex works. 'Nids aren't a hugely shooty army. Look at it this way. No matter how poorly you could possibly roll with a Tervigon he's going to give you at the very minimum one unit of troops. That shooty unit sits on your objective(s). Where is/are the other objective(s)? Midfield or your opponent's side of the table. You don't need shooty units to secure those when melee units are designed from the ground up to get over to the other guy anyway. Melee troops are just fine.
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![[Post New]](/s/i/i.gif) 2010/09/13 11:44:47
Subject: Re:1500 Tyranids
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Longtime Dakkanaut
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Fair enough.
What could I nix to free up 80 points for toxin sacs for the Gaunts?
What can I afford to lose here?
Or should I just bump this list up to 1850? Automatically Appended Next Post: Alright, I just got an idea.
And I am not taking no for an answer on this one. I know it's not competitive, but the way I'd play it, it'd be goddamn hilarious.
Tyranid Prime 100
Adrenal, Toxin
3 Hive Guard 150
3 Zoanthropes 220
Mycetic Spore
25 Hormagaunts 200
Toxin Sacs
25 Hormagaunts 200
Toxin Sacs
10 Genestealers 170
Toxin sacs
10 Genestealers 170
Toxin sacs
10 Termagants 50
Tervigon 195
Adrenal, Toxin, Catalyst
6 Spore Mines 60
6 Spore Mines 60
6 Spore Mines 60
Trygon 200
1835 points. What can I waste 15 points on?
And yes, in case you're wondering, I'm planning on dropping 18 spore mines in a nice little ring (more or less) around my enemy's deployment. For the lulz.
Now if I wanted to actually make this a tournament list, I'd nix the spore mines in favor of, say, a Hive Tyrant.
But for friendly games... yeah.
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This message was edited 1 time. Last update was at 2010/09/13 20:34:42
DQ:80+S+++G++M+B+I+Pw40k10#+D++A++/areWD-R+++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2010/09/14 08:04:43
Subject: 1850 Tyranids
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Resourceful Gutterscum
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Well, just be careful with the Synapse Range rule. If you don't keep your Prime or Tervigon near your stuff, you could lose the objective because your Hormagants went crazy and started sprinting towards the nearest bad guy.
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![[Post New]](/s/i/i.gif) 2010/09/14 21:41:33
Subject: 1850 Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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You know the spores deploy in the clusters of 6 right?
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![[Post New]](/s/i/i.gif) 2010/09/14 21:43:04
Subject: 1850 Tyranids
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Longtime Dakkanaut
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ductvader wrote:You know the spores deploy in the clusters of 6 right?
But then act as individual units once deployed.
...right? Or am I wrong about that?
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DQ:80+S+++G++M+B+I+Pw40k10#+D++A++/areWD-R+++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2010/09/14 21:45:07
Subject: 1850 Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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SaintHazard wrote:ductvader wrote:You know the spores deploy in the clusters of 6 right?
But then act as individual units once deployed.
...right? Or am I wrong about that?
Well when you said ring i assumed you thought they each deepstruck (like 18 separate scatter rolls) but yes, after each of the three squads deepstrikes they drift away from the cluster independently.
I like the tactic actually because it let's you mess with deployment...but i like 3 squads of 3...cheaper and as effective...spores tend to chain react and blow each other up.
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![[Post New]](/s/i/i.gif) 2010/09/14 21:49:04
Subject: Re:1850 Tyranids
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Longtime Dakkanaut
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Naw, I know they deploy in units of six, I was just thinking something along the lines of one to their left, one to their right, and one directly in front, and let them drift from there into a loose ring.
But three of three may not be a bad idea either, frees up some space for more Gaunts, or what have you.
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DQ:80+S+++G++M+B+I+Pw40k10#+D++A++/areWD-R+++T(D)DM+ |
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![[Post New]](/s/i/i.gif) 2010/09/14 21:51:00
Subject: 1850 Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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indeed...same effect for 90 less points...they aren't KP so who cares.
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