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Made in gb
Sneaky Kommando




Hereford

Hey guys.,..
Made this friendly list for a game tomorrow... I don't know what army my mate is playing, so I've got a little bit of everything...
Please make 'constructive' comments, no flaming!!

HQ: Tervigon with Catalyst

HQ: Tervigon with Catalyst


ELITE: 3 Hive Guard

ELITE: 3 Hive Guard


TROOPS: Genestealers with Adrenal Glands

TROOPS: Hormagaunts with Adrenal Glands and Toxin Sacs

TROOPS: Termagants with Toxin Sacs

TROOPS: Termagants with Toxin Sacs

HEAVY SUPPORT: Trygon Prime

HEAVY SUPPORT: Trygon Prime



13'000 points ish (13/3/9)
Approx 80 points of Skorne!!!

Greyplastic Marines (Not stuck together) 500points 
   
Made in gb
Tunneling Trygon






Drop toxin on the gants - give it and AG to the tervigon. Those gants allow you to make one of your tervigons a troop.

Stealers I prefer with toxin and I've never been a fan of mixed hormogaunt/stealer lists - take one or the other ...

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





Norwich

Stealers are much more useful with toxins, AG will only really help them against armour, and you already have 6 Hive Guard and the two Trygons.
Also, you haven't given numbers, like ruminator said probably best with one or the other, when it comes to Stealers and Hormagaunts, I would pick Stealers every time.
And how many Termagants? Because even with Toxins, they aren't going to be doing much more than screening, maybe tying something up for a turn or two.
AG is always a nice addition to your Trygons, and you maybe only need one to be a Prime, your paying 40 points for synapse and a few extra shots, once is ok, but twice I think your just throwing points away.

DC:90-S+G++M--B++I+pW40k08+D++A++/eWD257R++t(S)DM+ 
   
Made in dk
Hungry Little Ripper




On the Screen in front of you

Adrenal Glands on Termagants.
Pros: If they charge, they would do more damage against (let's say marines) than Toxin sacs, due to them being able to attack before the marines. combined with Toxin sacs however, you get to re-roll to wound and you will hit first on the charge.

Cons: AG doesn't do anything unless you are the one who charge.

Toxin sacs on Termagants.

Pros: Compared to AG, Toxin sacs works even if you didn't charge. Combined with AG you get re-rolls to wound you attack first.

Cons: none.

----------------------

Now, Termagants can be used in many different ways, but normally, I use them as cover/anti-assault screen units, that are able to hold objectives. Most of the time I will only need Toxin sacs, because If I charge him, my Termagants would most likely die and he would be able to assault something else during his turn regardless.

AG is good on units that is supposed to Assault quite a lot, like the Trygon. Being I5 on the charge is priceless.

Normally, I just use to by both upgrades to my Tervigon so it can buff them in that way. So that even if they Assault my screen and kill it, I will be able to assault with the rest of my Termagants, but only if they are supported by another friendly CC unit. Unless you want to be forced to be taking a lot of Fearless saves on the Termagants.

As for the Stealers I would take Toxin sacs instead of Adrenal glands. Why? Because Genestealers already have a very good initiative, and you would much rather have re-rolls to hit than wounding on 3+ against marines, because you get a good chance of rending a lot more.

But how many Termagants do the hormagaunt, Termagant and the stealer broods consist of?

[edit]

oh, btw, Hormagaunts and Genestealers can actually be a very good combination. For an instance in a list where you play with a lot of stealers and you feel like it might be a good idea to outflank them. If you then have a Hive tyrant with hive commander, you are then able to both outflank the stealers and the Hormagaunts. The Hormagaunts can then provide a good cover save for your Genestealers. Also, the Hormagaunts use to run faster than stealers with their bounding leap, so in that way, it shouldn't slow down the stealers too much.

Just food for thought.

This message was edited 1 time. Last update was at 2012/02/20 11:57:05


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Termagant guide/tactica part 1 
   
Made in gb
Sneaky Kommando




Hereford

Cheers for the tips guys... In the end I changed the Toxin Sacs on the gants for AGs. The game was a loss 7 KP to 5... Ironically 5 of his KPs were spawned gaunts!!! It didn't help that I lost a Trygon and 4 wounds from one of the Tervigons on the first turn!!! In a furture list I'd probably put AG and TS on the Tervigons and share it to the gaunts they spawn!!



13'000 points ish (13/3/9)
Approx 80 points of Skorne!!!

Greyplastic Marines (Not stuck together) 500points 
   
 
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