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Made in gb
Mindless Spore Mine




Leicester, England

I've currently been going through a phase where I've been wanting to revamp my Tyranid army radically. Then again, I've never had a solid army list to start with, changing every game I've played.

Here's a list I threw together in near record time, for myself. It's a very early draft with fighting Space Marines in mind, though it now needs to be suited for IG as well since my main opponent has just started collecting them, and I've never played them before.

HQ:
Tervigon

Adrenal Glands, Toxin Sacs, Catalyst. 195pts

Tervigon

Adrenal Glands, Toxin Sacs, Catalyst. 195pts

Elites:
2x Hive Guard 100pts

2x Hive Guard 100 pts

2x Zoanthrope in Mycetic Spore 160pts


Troops:

14x termagants 70pts

14x Termagants 70pts

10x Genestealers
Scything Talons, Adrenal Glands. 190pts

Heavy Support

Trygon
Adrenal Gland 210pts

Trygon
Adrenal Gland 210pts

1500pts exactly, if this excel sheet is working right.



The most radical change for myself is the lack of a Hive Tyrant who has led all my other forces, the problem with him is that he never seems to do much except cost a lot of points, so a Tervigon duo, though a little more expensive will be doing a lot more, partly through spreading the love of Catalyst.

One concern I have is whether 4 Hive Guard and 2 Zoanthropes is overkill on the anti-vehicle, though the zoanthrope can turn his attention to using AoE on squads, the Hive Guard are a little less suited for anti-personnel, theoretically.

Anyway, thoughts, opinions and more importantly suggestions are very much appreciated.
   
Made in gb
Fixture of Dakka






Lincolnshire, UK

Seems like a fairly good list to me. There's no such thing as too much anti-vehicle when it comes to Tyranids man.

I would recommend Rending Claws on the Genestealers and maybe dropping some Termagaunts to fit some more 'stealers in.
Seems like a good core though, I'm sure others can help you a bit more though, but it's a start...

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Made in gb
Mindless Spore Mine




Leicester, England

The main problem with your suggestion is that losing 5 termagants from each squad and taking away the scything talon bonus is only enough to give an extra 3-4 Genestealers which seems a little harsh considering they are only expected to last a turn or two max due to them infiltrating near their army, probably for some assassination.

One idea I have had is to take out the Trygon which'd free up a nice amount of points and use that for something, possibly another squad of Genestealers. I'm not too sure at this point. Were it a 2000 point army I'd certainly keep the second trygon but now I'm kinda having doubts about it.
   
Made in gb
Raging Ravener




Norwich

Looks solid.

I'd suggest you try and move at least one of those Tervigons to the troops slot, so much more useful there. Perhaps if you cut the termaguant squads down, remove scything talons and a genestealer or two and you'll have enough for a bare bones Prime?

I'd keep the dual Trygons.

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Made in gb
Mindless Spore Mine




Leicester, England

Interesting suggestion, Tyrant Prime is one of those units I have completely ignored. My only thought in this instance us that it might be a waste bringing him if there are no Tyranid warriors to buff, however now you have mentioned him I'll give his page another read.
   
Made in es
Raging Ravener







Genestealers come with birth-grown rending claws, don't they?
Adrenal glands for them are best for anti-AV purposes (already covered?), so I go for toxin sacs instead.
Indeed, as HQ mandatory slot has been covered, turning your tervigon into a scoring unit for free seems a must-do, too.
Then you could meld-and-trim both termie broods and put them under prime's command? (watch out for tervigon death's feedback, though), 3+2 troop units at 1500 points looks fine to me.
Take also note of what do you want your gants to do, are they meat shields? legged bolters? if so, then you mean not to charge with them, so adrenal glands for tervigons could be removed (even toxin sacs if just shield role rules). Are they, on the contrary, expected to try and glance rear AV 10 or charge the enemy before he does? Then scratch all that.

 
   
Made in us
Powerful Ushbati





Manhatten, KS

If you have a unit of termagaunts you can make a tervigon a troop choice. That is a T6 W6 objective holder my friend. It is awesome.

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Made in gb
Mindless Spore Mine




Leicester, England

Awesome point. As someone who has never played an objective game it helps to be reminded of Objectives, so I'll replace that Tervigon FOC position without another thought.

ENKHANNA brings up a good point though on the role of the termagants. I am unsure what role they will play, a good bet will be that my opponent will try and use Assault Termies to massacre my Trygons and Tervigons so the army really needs something to be able to take them down. Having never encountered them before, or any elite CC units, I am unsure how to get around this and don't personally see Termigants being able to do the job. I do doubt they'll have the anti-vehicle though since the rest of my army can do that.
   
Made in gb
Tower of Power






Cannock

Not a bad list. Drop a Termagant unit and shave the other one down to 10 then make one Tervigon troop choice, no point paying for troops when you get them for free

Your 'Stealers are ok naked. Drop the adrenal glands as they're fast enough already and with extra points invest in another unit.

Rest is alright.

Oh, Termagants, spawn them send them into combat against Terminators with Tervigon close by. Termagants strike first as I5 and re-roll to wound thanks to toxin sacs making them S4 with the Terminators tarpitted and slowly grinded down bring in the Trygon to finish them off as they Terminators cannot attack the Trygon the turn it charges, with mass numbers you should take them down. As for vehicles Termagants can glance it to death

This message was edited 1 time. Last update was at 2011/02/25 14:14:47


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Made in gb
Mindless Spore Mine




Leicester, England

Alright. Finally had a chance to do some messing around with points and the second copy of the army list now looks like this.


HQ:

Tervigon
Adrenal Glands, Toxin Sacs, Catalyst. 195 pts


Elites:
2 Hive Guard 100 pts

2 Hive Guard 100 pts

2 Zoanthropes
Mycetic Spore transport 160 pts


Troops:

Tervigon
Adrenal Glands, Toxin Sacs, Catalyst. 195 pts.

10 Termagants 50 pts

10 Genestealers 140 pts

10 Genestealers 140 pts


Heavy Support

Trygon
Adrenal Glands 210 pts

Trygon
Adrenal Glands 210 pts.

total: 1500 pts.


Quite a fun looking list, quite unlike ones I am used to playing which involve a larger force advancing over the board. This one is going to have at least 3 squads entering the board from the enemy's side with the option of the Trygons going too, though they'd be at the risk of synapse and it also means that the leftovers, primarily the tervigons, are going to be taking a lot of fire. Hopefully they'll be able to keep spawning termagants for long enough that they're not taken out too early.

My other thought is to send a trygon with each tervigon as they advance, sticking FNP on them as they'll be the obvious target and be able to soak up the firepower. Regardless, the extra genestealers will certainly help, especially if they can dive into combat as soon as they enter the board.
   
Made in nz
Brainy Zoanthrope






Hmm this list seems pretty strong, only suggestion i would make is taking a Doom of Malan'tai, its very strong, obviously with a drop pod, maybe replacing the squad of 2 hive guards to squeeze in 130 points and drop a few genestealers and the rest into the termagaunt squads.
Its IMHO i playstylistic adjustment ofcourse, but i have personally found him very strong, my advise would be to atleast give him a try and read up on him alittle,

Thanks ,Dave_Nz.

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  
   
 
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