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Made in gb
Praetorian





Tournament in less than 2 weeks, and I think this is the list I'm using.
Comments and Criticism welcome.

HQ:
Swarmlord + Tyrant Guard with Lash Whip - 345

Elite:
Hive Guard x 2 - 100
Hive Guard x 2 - 100
Doom of Malan'Tai - Spore - 130

Troop:
Termagants x 10 - 50
Tervigon - Catalyst - 175
Genestealers x 10 with Toxin Sacs - 170
Genestealers x 10 - 140
Genestealers x 10 - 140

Heavy Support:
Trygon - 200
Trygon - 200

Basically, I decided I really like genestealers, and wasn't a huge fan of termagants. I've only got the gants there so I can have the point scoring Tervigon giving FNP to whatever it likes, and also because I don't have enough genestealer models to put any more in :p
Hive Guard are self explanatory.
The Doom is generally pretty hit and miss, but when he works I've found him to be one of the most fun units in the codex, and he's worked for me surprisingly often.
With the Swarmlord's help, bringing on the doom and genestealers from reserve should be easy enough within turns 2 and 3, and I've found that the Swarmlord is pretty damn scary for most opponents if he survives. Rather than give him more tyrant guard, I'm having him charge up the field with the 2 trygons, making my opponent have to choose between the 3 heavy targets.

So, this is the plan. What do you think?


 
   
Made in gb
Tunneling Trygon






I would drop the toxin on the stealers, put adrenal on the trygons and tervigon.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in gb
Longtime Dakkanaut





Norwich

ruminator wrote:I would drop the toxin on the stealers, put adrenal on the trygons and tervigon.


No don't drop the toxins, they are essential. They do so much more damage with toxin sacs.

I think your trying to fit too much into this list and it might lose some effectiveness.
Swarmlord is nice, and helps reserves. But from my (friends) experience outflanking squads (especially smaller squads) isn't that effective, its much more effective to have bigger squads infiltrate getting FNP from the Tervigon. If your going second you obviously need to be careful with infiltrating as you'll suffer a round of shooting without FNP, but on the numerous times i've faced my friends 2x 17 Stealers with Broodlord and Toxins, they nearly always do so much damage the rest of his army takes hardly any damage (The amount of I've never killed his 2 Tervigions, 6 Hive Guard, in some cases even the Gargoyle screen is unreal, only the offensive Stealers, Ymgarls and Trygon get damaged, in return they wipe me out )

You like Doom, so you'll probably want to keep him in fair enough. But the elite slot for Nids is so important, with Hive Guard, Zooanthropes, Ymgarls and when using 2/3 Trygons (and swarmlord maybe) Venomthropes are all great units.

I'm not really sure what to recommend here, you don't have any more stealers so can't run the two big squads, maybe one big squad and two little squads could work?

I would probably suggest just sticking with this for now, AG on the Trygons would be nice. But dropping the toxins sacs from the one unit you've given them too, not worth it. You could maybe save points by making the Tervigon HQ, only spawning gants late on in the game (how my big stealer squad friend does it) that would get you 2x AG on the Trygons, and another squad of Stealers toxin sacs....

DC:90-S+G++M--B++I+pW40k08+D++A++/eWD257R++t(S)DM+ 
   
Made in gb
Tunneling Trygon






While I'm a great advocate of toxin sacs on stealers, he doesn't have enough points here to run them on all the stealer squads. Seems little point with TS on only 1 of the 3 broods. opponent can then manipulate which stealers to avoid. AG on trygons is worth more in this list I feel.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in us
Ferocious Blood Claw




Central Valley, CA

Looks solid to me, Genestealers are pretty awesome, not to mention, beastly looking models.

2500+ Pts.
1000 Pts. 
   
Made in gb
Praetorian





ruminator wrote:While I'm a great advocate of toxin sacs on stealers, he doesn't have enough points here to run them on all the stealer squads. Seems little point with TS on only 1 of the 3 broods. opponent can then manipulate which stealers to avoid. AG on trygons is worth more in this list I feel.


The toxin on the stealers is pretty much the only thing I was thinking about changing, but I really can't see the Trygons needing AG. I'm play testing it one last time this week before the tournament, so I may yet change it, but I'll see how it performs first.


 
   
 
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