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Made in us
Mindless Spore Mine



CA


Dear Reader,
I am working on this list to hopefully be tournament worthy
please give me as much constructive criticism as possible...Thank you!

Tyranids 1750:

HQ:

1x Hive Tyrant- 170
acid blood- 15
armored shell- 40
lash whip/bone sword
leech essence
paroxysm

3x Tyrant Guard- 180
2x lash whip- 10

Total: 415

ELITES:

3x Hive Guard- 150

3x Hive Guard- 150

3x Venomthropes- 165

Total: 465

TROOPS:

10x Termagants- 50

10x Termagants- 50

1x Tervigon- 160
catalyst- 15
cluster spines

1x Tervigon- 160
catalyst- 15
cluster spines

Total: 450

HEAVY SUPPORT:

1x Trygon- 200
adrenal glands- 10

1x Trygon- 200
adrenal glands- 10

Total: 420


ARMY TOTAL: 1750 Pts.
   
Made in gb
Elite Tyranid Warrior






High Wycombe

One thing is that venomthropes aren't great for competitive (although personally I love them, they're not great). It might be worth making one of your trygons a prime for extra shooty attacks plus then one of them's got synapse.

So, if you got rid of venomthropes spend extra points on making one prime and the rest probably on larger hordes.

I play:
Imperial Fists - 9000 pts
Tyranids - 1500 pts

GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in us
Mindless Spore Mine



CA

the venomthropes are actually the backbone of my list (5 up cover saves to almost everything if i play correctly, and dangerous terrain tests to anyone who charges my units) if played synergetically. i have plenty of synapse with the two tervigons and the tyrant. adding a prime at an extra 40 pts to gain a crappy "shooty" attack is useless, and i don't need to eliminate my venomthropes to add larger hordes because i have tervigons producing as many termagants as i will ever need. I am considering dropping one tyrant guard and the hive tyrant to gain a swarmlord, and dropping the adrenal glands from my trygons (the swarmlord hands out furious charge to any unit within 18 inches) to give toxin sacs to my tervigons.
   
Made in no
Terrifying Doombull





Hefnaheim

I dont play nids, but it seems to be lacking a bit of CC bite. I would drop those venomthropes and get more gaunts, but except from that it looks solid.
   
Made in us
Dakka Veteran




Don't drop the venomthropes, they are quickly becoming one of the most useful units in competitive play when combined with tervigons. Also, keep the ag on both the Trygons so your swarmlord is free to give preferred enemy. Get both ag and ts on the tervigons (ts at least). They will make all those gaunts you spawn waaaaay more useful.

If you're wanting the tyrant to cc, the swarmlord does work better for this role. Lashwhips on tyrant guard are a waste, and usually 1 guard is enough; 2 max.

I really think you would be better off going with a simple tyranid prime though and either attaching him to the venoms to help keep them alive, or give him a group of hormagaunts. Tossing in several groups of genestealers is always a welcome idea as well. By competitive, are you meaning a big tournament? Or just a local one? In larger ones, BA, SW, DE, and IG will be your main opponents, and now tons of WAAC GK's. Walking tyrants and even the swarmlord do average against these, and they perform poorly against gk's.
   
Made in us
Mindless Spore Mine



CA

genestealers don't exactly work with the synergy of my list as they are really only good when infiltrating, and their role of anti-MEQ is already filled by the trygons. Genestealers or hormogants are not potent enough to replace the swarmlord as he is in the army to contend with cc powerhouse units (i.e. grey knights cc terminators), while trygons eliminate MEQ and light infantry. i built a different list with 2 tyrant guard and a swarmlord. I also gave toxin sacs to my tervigons by eliminating the trygons' adrenal glands. The swarmlord doesn't need to give preferred enemy as the trygons have pairs of sything talons.
   
Made in us
Fresh-Faced New User





njlinick wrote: because i have tervigons producing as many termagants as i will ever need.


relying exclusively for tervigons to pump out your units is a mistake..Tervigons should be looked at as a "yay, i get an extra unit this turn" rather than a "guaranteed" backbone of troops. You will have games where they pump out 5 and stop turn one, and you will have games where they pump out 50+ over the course of the game. They are not super reliable.
   
Made in us
Mindless Spore Mine



CA

well i have 2 of them so i can probably rely on a fair amount of gaunts...or at least enough to suffice. My list really doesn't rely on massive swarms of gaunts, just a thin buffer between my monsterous creatures and the enemy, which i can certainly rely on having. Also, i am garunteed at least 6 scoring units by turn 1. Therefore, any gaunts spawned beyond first turn are bonus and something i usually get out of at least one of my tervigons statistically regardless.
   
Made in us
Dakka Veteran




njlinick wrote:genestealers don't exactly work with the synergy of my list as they are really only good when infiltrating, and their role of anti-MEQ is already filled by the trygons. Genestealers or hormogants are not potent enough to replace the swarmlord as he is in the army to contend with cc powerhouse units (i.e. grey knights cc terminators), while trygons eliminate MEQ and light infantry. i built a different list with 2 tyrant guard and a swarmlord. I also gave toxin sacs to my tervigons by eliminating the trygons' adrenal glands. The swarmlord doesn't need to give preferred enemy as the trygons have pairs of sything talons.


Stealers work in pretty much all lists and also work when outflanking, not just infiltrating. They fit a disruption role quite nicely, and that is something your list is lacking. Trygons do fine for meq as long as those meq's don't have force weapons, and relying on the swarmlord to take on gk powerhouse units won't end well.

I didn't mean for the swarmlord to give preferred enemy to the trygons, I meant that if you give them ag so they already have furious charge, that frees him up from having to waste it on one of them. He can give preferred enemy to himself, or even toss it on a gaunt group if needed
   
Made in us
Mindless Spore Mine



CA

putting points into a "disruption" unit is not what my list is about. The list is meant for closely deployed units running up the board, giving each other support. isolating a "disruption" unit would be very easy for my opponent to deal with. They simply move back and towards the center to counter outflanking, and either gun the unit down or outmatch it in cc because it is unsupported. If i had other fast striking units to exploit my enemy while they were occupied with the stealers, it would be a viable option. However, the usage of stealers in this list would only encourage the enemy to move back and render the 200 some odd points spent on the stealers a waste.
   
 
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