Switch Theme:

Starting with Tyranids: please help!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in es
Stalwart Tribune





La Coruna, Spain

Hi there!

I have been a CSM player since I started playing W40k, but Tyranids have always been one of my most favourite races; I didn't take them before because I wasn't very sure about the paint scheme, mainly. But now I'd really like to play and collect them, these cute aliens. So I've checked their new Codex, and tried to make a preliminary army list. I'd be grateful if you could give me some advices on how to play them, how could I improve my army list, and other tips.

My army would be a mixture of swarms and monstrous creatures, and the following is what I've thought about. Most of the time I'm taking units I like, rather than taking the best of the best, so perhaps some are not the best options. Here it comes:

HQ

- Tervigon: when I first saw this thing, its rules and its conversion potential, I fell in love with it. As I've red in tactics topics, seem a good objective holder, also resilient. Being a synaptic creature and having its rules and avaliable bioforms, I think it could be very useful. I'd be giving him Scything Talons, Adrenal Sacs and Toxic Glands (so his children also benefit), and Catalyst (for FnP). Perhaps this would be enough bioforms...

- Hive Tyrant/Swarmlord: having a support commander, I think I need an offensive one. Here I'm not very sure which one of this two should I take. The Hive Tyrant is adaptable and cheap, the Swarmlord is overkill and expensive... advices?

ELITES

- Zoanthropes: one unit of 3. Seem to be very useful synaptic nodes, also able to deliver painful shots.

- Venomthropes: one unit of 3. As I'll be using lots of gaunts and the Tervigon, seem to be a nice companion for them.

- Hive Guard: one unit of 3. Seem very useful as fire support, but are they really worth it? Which unit(s) instead, then?

TROOPS

- Warriors: 2 units of 5, as minimun? On foot both; one could be for ranged combat (go with Termagaunts) and the other one for CC (with Hormagaunts). Ranged ones could have Deathspitters, and the CC ones two pairs of Rending Claws (so they get an extra attack).

- Termagaunts: 2 units of... 20? I love swarms ^^ Since they're going to be many, better without bioforms, keeping the Fleshborer. I'll probably not taking the Tervigon-as-troop-choice choice, so I can get more troops, but if I do, which HQ should I get instead?

- Hormagaunts: same as with Termagaunts.

FAST ATTACK

- Raveners: probably one unit of 5-6, but I'm not sure about their role; CC or ranged?

- Spore Mines: I love these ones Seems funny to fill your oponent's side of the table with a moving mine field, making him/her needing to avoid them/shoot them down, therefor breaking his movement tactics. I'd probably take a good amount of them, since they're cheap: probably one cluster of 6, or even 2 (I'm not very sure about other Fast Attack choices).

* Mieotic Spore Mines: notice this come from Imperial Armour, so perhaps not every player could allow me to use them. If you're not familiarized with them, here you are their rules:
Fast Attack choice, 1-3 per brood, 35 points each. They're deployed and act separately. Deep Strike.
WS BS S T W I A Ld Sv
1 0 1 5 1 1 0 10 5+
Explosion:
S 5, AP 3, Large Blast. 2D6+5 against armors because of bio-acid. Units attacked must roll a Pinning Test.
Movement: same as with regular Spore Mines.
Here comes the fun. When destroyed, spawn 1D6-1 spore mines, packed together as if they had deep striked, in the point where it was. They act then as a normal cluster.
Thoughts? They seem to multiply the explosive fun by much. I'd take a cluster of 3... or 2 clusters taking 2 Fast Attack choices *evil laugh*

HEAVY SUPPORT

- Carnifexes: obvious, but I'm not sure about the role. I like all kinds of them -dakkafex, crusherfex, mixfex- but due to their cost, perhaps I should not take too many. What about 3 separated ones, each one from one of the types? Or 2 broods or 2, one ranged and one CC? Not very sure about their weapons or bioforms; are Devourers and Crushing Claws worth it on them?

- Trygon/Mawloc: If I don't fill all choices with Carnifexes, I'd take one of these. Thoughts? Which one? Here I'm not very well informed.


So, this would be my army. Please comment it, critique it, advice me... Many thanks for your help! =D
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

I believe the current consensus on carnifexes is that they are not effective enough, and too easy to kill for their points costs to field. Most players will take 2-3 trygons in a game, making at least one of them a prime (for synapse) instead.


Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in us
Regular Dakkanaut




Nevada

personally i dont like ravagers. (too easy to kill) if you have to use them make them shooty. that way when they deep strike (cause they cant assault out of it) they can do somethign bvefore basic bullets shred your pricey models
or carnifexes
or tervigons
or basic loadout horms/termagaunts

hormagaunts without toxin sacs are pointless, that 2 pt per model allows you to wound anything with toughness on 4+, absolutely invaluable against armys with t3 spams as yopu get to re roll wounds
termigaunts and tervigons if you love swarm fine, swarm a bunch of almost useless models... or drop the tervigon unless your using him in a troops choice not hq choice so he can sit on objectives.. hes nearly useless at anything else
i prefer the devour equipped termagaunts.. 3 times the shooty for 2 times the price at a better range.... nopt seeing an issue, no ap? so 20-90 shots says 10-45 hits, 5-20+ wounds even marines fail armor saves when in numbers like that
warriors.. i like them but as a single unit not 2 and not for small point games at least 1k

Trygons! amazing models.. but they do die so be careful, also the prime upgrade is about the only valuable upgrade i guess the adrenals are OK but i really wouldnt stress it
a mawloc or 3 can be good too though, just never deep strike them, put them on the board on turn one, burrow them and then guarantee a turn 2 pop up rather than waiting for reserve rolls

Carnifexs dakaex mixafex... bleh... too points costy for a mid grade creature, if you want fex's it in the tyranofex breed. I run them and they are almost always my MVP read all the rules for them yes pricey but.. great all around units and dont leave home without the str 10 gun. large pie plate( i like large blast better, has a higher chance of hitting to be honest) or 4 shot shot gun and the thorax swarm for your taste whatever it might be i take desicator as its a 2+ wound on any toughness. no ap though, and no chance to mess with a vehicle

if you want cheap basic swarms... gargoyles. can screen some mcs giving them cover as well as a nifty shooting ability to wound while rolling to hit

you will need armor punching teams...
hive guard are cheap, tough and ok for light armor but pack ZERO puinch vs big armor
Zoans can invert a land raider with great ease 18" penetrates on a 3 destroys on a 4... rather nice, but they are suicide troops nothing more. they pop their target then get popped end of story.
id say have both for elite because your not always gonn abe able to footslog an mc over to a vehicle, have it live and catch it. if your not worried about av13-14 and more in the 12 or less range hive guard are fine.

might look into doom as hes one of the highest rated models in the elite section, along with deathleaper as a close 2nd venomthropes are nice if you need mobile cover but other than that they are rather pointless

if you want a heavy weapons HQ... the tyrants stanglethorn cannon str 6 ap 4 large blast pinning range 36"..... lol anythign with amor save of 4+ and a toughness of 4 or less... killed outright on 2+ to wound plus the pinning is nice for 1 reason.. say you only get 1 kill from it... bam you still have a shot at that not being a wasted shot.. they can be pinned. useless for a turn, also paroxism and leech essence, cant stress it enough.

This message was edited 1 time. Last update was at 2012/02/21 22:46:32


Anything will die if you can stab it enough. 
   
Made in fr
Infiltrating Broodlord





Italy

First thing welcome brother Nid.
Second, are you really sure?

I play Nids from already 3 editions. The hopes on the last codex were so great that once it as been published everything was shiny new and apparently super uber power.

Than, revamping my tournament experience with the bugs I quickly realised that wasn't nothing but an evanishing dream falling apart.

Anyway..

Tyrants vs Swarmlord.
Tyrant is actually cheaper but if you start to customize it as it deserve you will quickely touch the pts value of the special character.

The basic difference, considering Hive Commander (for reserves lists) and/or Old Adversary (for footslogging lists) a must have, you'll can tool him with some shooting biomorphs that the Swarmlord can't use.

IE:
Tyrant - Paroxism & Leech Essence - Old Adversary - 2x TL Devourers with Brainleech Worms - Adrenal Glands. 235
Eventually, only if you have the points even the Armoured shell for +40 pts.

By the way, using Tyrant or Swarmlord alwais, I underline ALWAIS, take at least 1 Tyrant Guard.
2 would be best, both with Laswhips even better.

Get rid of the Flyrant setup. I love it, I used it for soooooooo many time that I'm silently crying everytime I open my wallet and see him in his safe foam-nest but honestly there really aren't good reasons to use it in a competitive situation.

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

Tervigons are actually a 3,5/5 in my evaluation.
Of course, as you pointed, they could be a nice objective sitters but pay serious attention at cover saves and hidden LOSs. Otherwise, as most of your opponens would be able to, even a T6/W6 MC could be easily nuked down.

Investing so many pts on her (195 with TS, AG and Catalyst + 50 for the Termagants sons that make her TROOP) you really need her to score on objectives, never take a Tervigon as HQ.

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

Zoans, even if they look actually scaring with their Lance attacks (18") could be easily stopped by psychic hoods and anti-psyonics tools all around (for the most part 24" range).

The Elite choices would be wisely filled up with Hive Guards.
They absolutely worth their pts, totally.
They are maybe the best unit in the whole codex.

For a footslogging list I will take:

2x Hive Guards. 100
2x Hive Guards. 100
2x Venomthropes. 110

For a reserves list I will take instead:

2x Zoanthropes - Mycetic Spore. 160
8/10x Ymgarls Genestealers. 184/230
8/10x Ymgarls Genestealers. 184/230

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

As already mentioned for Troops choices, in a footslogging list, I will advice you something like this:

TR - 10x Termagants. 50
TR - 10x Termagants. 50
TR - Tervigon - AG - TS - Catalyst. 195
TR - Tervigon - AG - TS - Catalyst. 195
TR - 10x Genestealers. 140 (with no options, they will outlfank hunting rear armors)
TR - 20x Hormagaunts - TS - AG. 120

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

Fast Attack choices, unfortunately, find places only in really specifics builds (IE all-or-nothing all reserves lists etc).

You can actually completely get rid of them.

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

Heavy Supports.

Apart particular setups, things that I would never bring in a tournament or in anycase in a competitive situation, you'll must fit your concentration on Trygons. Dot.

HV - Trygon - AG. 210
HV - Trygon - AG. 210
HV - Trygon Prime - AG. 250


Now it's just up to you, your tastes and the tipical competitiveness level that surrounds you.

This message was edited 1 time. Last update was at 2012/02/21 23:21:13


Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in es
Stalwart Tribune





La Coruna, Spain

Many thanks, all of you! =D

But it seems Carnifexes don't worth it that much in front of Trygons/Mawlocs. Why? They seem to be more adaptable, and being able to work in broods increases their effectiveness... or am I wrong?

This message was edited 1 time. Last update was at 2012/02/22 18:39:11


 
   
Made in us
Regular Dakkanaut




Nevada

to give em a ranking... they are over priced for like a 70% effective model. where as trygons are like a 90% model and slightly more than a carnifex, even in broods ... more so in broods actually your looking at huge point sink into average models. if you want a firing team thats fine, use models that are better for it, if you want a melee team, again use melee models. they are a hybrid and custom troop, but they are SOOO pricey for what your looking for. and when you pick their role, they are basically stuck in that where as trygon prime is amazing shotgun and amazing stabby, with awesome rules hes dual role, more wounds and has fleet and deep strike plus unless he falls off the table edge, when he deep strikes he cant be messed with.

Im not saying a herd of carnifexes with big guns isnt scary, but they are easy to tar pit and lock down, they dont have any great rules and their melee is shotty at best unless you make them a melee unit, in which their shooting suffers.

They arent useless, and for certain roles i assume they would work very very well, but those would be limited and rare and even then they have better options.

want shooty? take a t fex with fleshborer hive, cluster spines and thorax swarm.... 20 shots, then a large blast template, then a flamer template... and all 3 can be fired in one turn? amazing. oh and then he can assault (hes a carnifex for assault stats) so not amazing but.... can still open raiders. more wounds and a better save than a carnifex and 2 carnifexes are better than tfex yeah.. but also WAY more expensive. and even then i might put the money on a tfex to be honest.

want a long range can opener able to drop a raider or monolith? again t fex. but with a rupture cannon. str 10 ap 4 range 48". he has an 11% chane to drop a raider or av 14 anyways, doesnt seem like a lot but for the nid dex its the only weapon that stands a chance to do so and it has the range. AND he still has crowd damage with a choice of a 4 shot shotgun or a large template str 5 and the choice of 3 flamer templates one hurts anythign with a toughness value on a 2+ regardless. AND can then still assault.

This message was edited 3 times. Last update was at 2012/02/22 20:44:00


Anything will die if you can stab it enough. 
   
Made in es
Stalwart Tribune





La Coruna, Spain

Shadowmyth515 wrote:to give em a ranking... they are over priced for like a 70% effective model. where as trygons are like a 90% model and slightly more than a carnifex, even in broods ... more so in broods actually your looking at huge point sink into average models. if you want a firing team thats fine, use models that are better for it, if you want a melee team, again use melee models. they are a hybrid and custom troop, but they are SOOO pricey for what your looking for. and when you pick their role, they are basically stuck in that where as trygon prime is amazing shotgun and amazing stabby, with awesome rules hes dual role, more wounds and has fleet and deep strike plus unless he falls off the table edge, when he deep strikes he cant be messed with.

Im not saying a herd of carnifexes with big guns isnt scary, but they are easy to tar pit and lock down, they dont have any great rules and their melee is shotty at best unless you make them a melee unit, in which their shooting suffers.

They arent useless, and for certain roles i assume they would work very very well, but those would be limited and rare and even then they have better options.

want shooty? take a t fex with fleshborer hive, cluster spines and thorax swarm.... 20 shots, then a large blast template, then a flamer template... and all 3 can be fired in one turn? amazing. oh and then he can assault (hes a carnifex for assault stats) so not amazing but.... can still open raiders. more wounds and a better save than a carnifex and 2 carnifexes are better than tfex yeah.. but also WAY more expensive. and even then i might put the money on a tfex to be honest.

want a long range can opener able to drop a raider or monolith? again t fex. but with a rupture cannon. str 10 ap 4 range 48". he has an 11% chane to drop a raider or av 14 anyways, doesnt seem like a lot but for the nid dex its the only weapon that stands a chance to do so and it has the range. AND he still has crowd damage with a choice of a 4 shot shotgun or a large template str 5 and the choice of 3 flamer templates one hurts anythign with a toughness value on a 2+ regardless. AND can then still assault.
I see, thanks for answering. So, you recommend me to field more specialized units; very well then. It's sad since I love Carnifexes... perhaps having a "heavy-support-choice-filler"/distraction role? Good thing is that their kit can provide you with great conversion stuff, for Tyranofexes and Tervigons.

Another thing I wanted to hear your houghts about: Doom of Malan'tai? That oversized hovering brain looks like a very intersting shock unit, specially when it only costs 90 points (bad thing it's not a Synaptic Creature :( )...
   
Made in us
Regular Dakkanaut




Nevada

DOOM is amazing. He rarely lasts more than a turn or 2 if they have a lascannon or something str 8 in range but what hje can do in 1 turn is amazing. Useless without a drop pod. AMAZING vs armies with low leadership like Imp Guard with their average 7 or 8. Drop pod him near open troops and watch the devistation unfold, try to drop him near more than 1 troop at 6" away or less.. like ... Imp guard rofl and he rolls bodies, can score mass wounds and then fire a str 10 ap 1 large blast same turn. He is probably one of the most OP units in the dex. He does have a weakness though anything str 8 can vape him if his 3+ invul fails

also if the situation works right.. like say with death leaper and a broodlord all in range you can reduce a leadership by up to 4 and pop him in the fray and get 4 more kills. whats nice is "NO save of any kind may be taken" heroes and elites can fall rather fast to him.

Also carnifexes not USELESS and do have a purpose in some LARGE scale games i suppose but i mean in reality there are just plain better choices.

This message was edited 2 times. Last update was at 2012/02/22 22:01:17


Anything will die if you can stab it enough. 
   
Made in es
Stalwart Tribune





La Coruna, Spain

Shadowmyth515 wrote:DOOM is amazing. He rarely lasts more than a turn or 2 if they have a lascannon or something str 8 in range but what hje can do in 1 turn is amazing. Useless without a drop pod. AMAZING vs armies with low leadership like Imp Guard with their average 7 or 8. Drop pod him near open troops and watch the devistation unfold, try to drop him near more than 1 troop at 6" away or less.. like ... Imp guard rofl and he rolls bodies, can score mass wounds and then fire a str 10 ap 1 large blast same turn. He is probably one of the most OP units in the dex. He does have a weakness though anything str 8 can vape him if his 3+ invul fails

also if the situation works right.. like say with death leaper and a broodlord all in range you can reduce a leadership by up to 4 and pop him in the fray and get 4 more kills. whats nice is "NO save of any kind may be taken" heroes and elites can fall rather fast to him.

Also carnifexes not USELESS and do have a purpose in some LARGE scale games i suppose but i mean in reality there are just plain better choices.
Thankie! Yep, it seems awesome, but I'm a bit lost when it takes that his automatic wound-draining ability DOES allow invulnerable and cover saves (codex only talks about armor saves, and FaQs talk about the cover ones). Moreover, it isn't a Synaptic creature, so he should have one near, but which one? A CC Hive Tyrant? A Tervigon?
Apart from that, I'm defiitevely taking him ^^
   
Made in us
Regular Dakkanaut




Nevada

honestly his LD is high enough and he will not last long as if anyone sees his destructive power he will be destroyed and not much you can do, remember first turn drop pod you wont need instinctive behavior testing so first turn he drops hes fine anyways, also always drop him near a squad and try to get him at least close enough for him to drop cataclysm near another one, preferably one not close as he can vape himself. I dont have my dex on me but if im not mistaken it reads "No saves of any kind may be taken" or something like that, that includes invuls and cover saves.

honestly though i wouldnt worry about instinctive behavior.. as if he lasts a turn or 2 longer than expected he will probably pass it. If your stressed about it though deep strike a trygon prime or warrior brood in a spod or zoans in a spod near enough. just be careful, on his first turn he can become a str 10 wounds 10 who drops a very strong ap1 template, all templates can move and sometimes an angel will piss in your barrel and your gun will "misfire" onto something you own, for 130 points with a spod, hes best to drop, pop and forget. IF he lasts longer good, but hes for target smashing. sometimes he will not get his target, thats the nature of the game, but in general hes meant as an assassin who doesnt last long, if your up against something without stre 8 or he can be placed far enough away from str 8 that it wont bother him good, but if you can pop him next to a squad of marines, at the start of the shooting phase make them roll 3d6 and they roll a 14+ they will lose 6 wounds, he will be str 10 then turn your str 10 gun on another nearby squad or a vehicle ...... he more than soaks up his points or at least causes a big enough annoyance to aid in your other plan, dont build a list around DOOM build a list that his assassin and distraction abilities can enhance. Anyone who knows anything about doom, will try and take him out with anything in the area ASAP and will not focus as much fire on other targets you may want alive.

aslo remember he is a zoan, not a monstrous creature, to give him cover is easy, his spod acts as LOS cover keep him on the opposite side of the spod in regards to a lascannon team or something silly and he might last longer than expected.

Anything will die if you can stab it enough. 
   
Made in es
Stalwart Tribune





La Coruna, Spain

Shadowmyth515 wrote:honestly his LD is high enough and he will not last long as if anyone sees his destructive power he will be destroyed and not much you can do, remember first turn drop pod you wont need instinctive behavior testing so first turn he drops hes fine anyways, also always drop him near a squad and try to get him at least close enough for him to drop cataclysm near another one, preferably one not close as he can vape himself. I dont have my dex on me but if im not mistaken it reads "No saves of any kind may be taken" or something like that, that includes invuls and cover saves.

honestly though i wouldnt worry about instinctive behavior.. as if he lasts a turn or 2 longer than expected he will probably pass it. If your stressed about it though deep strike a trygon prime or warrior brood in a spod or zoans in a spod near enough. just be careful, on his first turn he can become a str 10 wounds 10 who drops a very strong ap1 template, all templates can move and sometimes an angel will piss in your barrel and your gun will "misfire" onto something you own, for 130 points with a spod, hes best to drop, pop and forget. IF he lasts longer good, but hes for target smashing. sometimes he will not get his target, thats the nature of the game, but in general hes meant as an assassin who doesnt last long, if your up against something without stre 8 or he can be placed far enough away from str 8 that it wont bother him good, but if you can pop him next to a squad of marines, at the start of the shooting phase make them roll 3d6 and they roll a 14+ they will lose 6 wounds, he will be str 10 then turn your str 10 gun on another nearby squad or a vehicle ...... he more than soaks up his points or at least causes a big enough annoyance to aid in your other plan, dont build a list around DOOM build a list that his assassin and distraction abilities can enhance. Anyone who knows anything about doom, will try and take him out with anything in the area ASAP and will not focus as much fire on other targets you may want alive.

aslo remember he is a zoan, not a monstrous creature, to give him cover is easy, his spod acts as LOS cover keep him on the opposite side of the spod in regards to a lascannon team or something silly and he might last longer than expected.
I've just checked the Codex, it says 'with no armor saves allowed', and on the FaQ there's a specific question about he also ignores cover saves, and the answer is a plain 'No' (rare since would such a creature worry about you're behind a barricade to absorb your soul?). Sad :(

I didn't remember about his Ld, yep it's unlikely he'll go wild... yep he seems to be made for having a short-time shock role, unless he manages to last more... Nice! Many thanks on your tips!

Could you also give me your opinion about using spore mines (and meiotic spores if I'm allowed) as Fast Attack? They're cheap, and another distraction for the first turn. Personally I like them, what do you think about them? And about meiotic ones? Wouldn't they interfere with Doom?
   
Made in us
Regular Dakkanaut




Nevada

Ive only used my mines 1 time and it caused me to DECIMATE my opponent but it was because of the game type deployment, they actually scored 0 wounds, it was because (pardon i forgot the deployment type) in the mission we played you cant deploy within 18 inches of an enemy model. lol. so I flanked his feild with them and he had to come in on one small area for his first turn making it almost useless and my team caught up and closed the distance on my first turn. so i mean it was just a bad game deployment on his part.

MOST armies these days run with an armored fist list... usually ZERO models other than tanks and transports. Armies that it would be good to use them on is anything non iron fist. if your regular opponents dont field alot of armor.. toss mines out everywhere on his board

for the other spores i believe those are strictly APOC games as they would be far too OP

spores are useless to vehicles but great vs troops (anythign with a 3+ armor saves can usually shrug off the wounds but imp guard tau and orks for instance... what they wound they kill outright and for a 10 point model to kill 4 or so other models right off the bat can be rather.... pleasing) for a fast attack slot they are viable ONLY if you can spread enough of them over a distance and hit footslogging troops, aside from that at 10 pts per model they are price heavy one way to solve this is biovores. In a 5 turn game they fire 5 of them and you can aim towards troops rather than guessing and attempting to bottleneck (which if used well is good) the downside to them is they take a heavy slot. max a troop they are cheap and you can fire 3 blasts a turn... i dont give em a high enough ranking. Want power and some mines? throw in a Harpy. I want to try it out but the twin stanglecannons (id never take venom cannons) are extremely OP and sometime when they fly over a unit they drop a - str 4 ap4 large blast barrage d3 - on the unit so you can aim it better that way and have a twin linked large blast thats stronger. its all on your game type.

You will find a list type build that works best for you, just doom analyze everything run scenarios, and dont be afraid to proxy if you have friends that play, for one game call a carnifex a tyranofex or whatever to see how you like them.

Personally im a numbers freak i number up everything run em and see effectiveness to different armies and different ranges im a heavy blast template type of guy, i love watching an entire squad get smashed from 1 shot, but in order to do so you need to first open transports or have distance. My regular and currently only opponent has 3 armies, all of which he has learned to not footslog against me or its OVER in the first 2 turns. one of my list carries something like 9 stranglecannons and 2 3 cluster spines (a slightly weaker variation) its only about 1500 points and has a range on all themplates the shortest being 18 and the stranglecannons being 36.

I run no stealers, small regular troop numberswith bad ass upgrades like termagaunts with devourers (only reason its amazing is 3 shots at 18 range... for double the price of a regular model with a weaker gun at 12" range so point for point id take 3 better shots in place of 2 weaker shots any day (just be cautious as less models makes your troops easy to wipe)) but alot of monstrous, generally I win, moreso when up against spacewolves, less when against dark eldar, and even with imp guard. With any tyranid build your weakness is lots of vehicles... not alot of weapons easily do it.

So many viable builds, some people say a ton of hive guard , cheap tough troops with the ability to drop most light armor vehicles, but no chance to drop a raider so if you spit ball a 1500 point list and you dont put in alot of HARD hitting attackers and your friend jus tpulls a fast one and puts in a landraider with flamers our the ass or for instance IMP guard with their squardrens of av 14 frontside vehicles.. you will have a rough time and probably lose. I pick one thing, build a list around it and then with extra points put in an "oh gak" im glad i brought this troop to the field

If you wanna go armor punchy list... be sure to bring at least some anti infantry to or your list is useless vs footsloggers
if you want anti infantry... put in some tank busting or if you play and armored fist who never has to get out of vehicles.... your screwed
if you want melee, use shooty as a screen so you actually get better melee in without as many casualties

in short.. whatever type of list you build, always cover your weaknesses with SOMETHING even if its just a few things. because you never know you might find yourself up against someone who makes lists like i do, like i said my 1250 point list fields two tyranofexes 1 trygon prime and 1 tyrant only 28 troops in 2 broods. you wont see lists like that as peopel say its too risky (its too risky to bring 1 MC to a small list... no one said its risky to bring 4 lol) it forces my opponent to bring big guns and rage to the field, where as I can then large template blast the small troops hes forced to field. It has armor punching, heaviest of the tyranid armors and large blast and strong weapons, its weakness are small troops choices... in objective games march my MCs up fight for a point if i win it run my troops up, cap it, use my remaining big bugs to go out killing and contesting points.

This message was edited 2 times. Last update was at 2012/02/23 21:36:33


Anything will die if you can stab it enough. 
   
Made in es
Stalwart Tribune





La Coruna, Spain

Shadowmyth515 wrote:Ive only used my mines 1 time and it caused me to DECIMATE my opponent but it was because of the game type deployment, they actually scored 0 wounds, it was because (pardon i forgot the deployment type) in the mission we played you cant deploy within 18 inches of an enemy model. lol. so I flanked his feild with them and he had to come in on one small area for his first turn making it almost useless and my team caught up and closed the distance on my first turn. so i mean it was just a bad game deployment on his part.

MOST armies these days run with an armored fist list... usually ZERO models other than tanks and transports. Armies that it would be good to use them on is anything non iron fist. if your regular opponents dont field alot of armor.. toss mines out everywhere on his board

for the other spores i believe those are strictly APOC games as they would be far too OP

spores are useless to vehicles but great vs troops (anythign with a 3+ armor saves can usually shrug off the wounds but imp guard tau and orks for instance... what they wound they kill outright and for a 10 point model to kill 4 or so other models right off the bat can be rather.... pleasing) for a fast attack slot they are viable ONLY if you can spread enough of them over a distance and hit footslogging troops, aside from that at 10 pts per model they are price heavy one way to solve this is biovores. In a 5 turn game they fire 5 of them and you can aim towards troops rather than guessing and attempting to bottleneck (which if used well is good) the downside to them is they take a heavy slot. max a troop they are cheap and you can fire 3 blasts a turn... i dont give em a high enough ranking. Want power and some mines? throw in a Harpy. I want to try it out but the twin stanglecannons (id never take venom cannons) are extremely OP and sometime when they fly over a unit they drop a - str 4 ap4 large blast barrage d3 - on the unit so you can aim it better that way and have a twin linked large blast thats stronger. its all on your game type.

You will find a list type build that works best for you, just doom analyze everything run scenarios, and dont be afraid to proxy if you have friends that play, for one game call a carnifex a tyranofex or whatever to see how you like them.

Personally im a numbers freak i number up everything run em and see effectiveness to different armies and different ranges im a heavy blast template type of guy, i love watching an entire squad get smashed from 1 shot, but in order to do so you need to first open transports or have distance. My regular and currently only opponent has 3 armies, all of which he has learned to not footslog against me or its OVER in the first 2 turns. one of my list carries something like 9 stranglecannons and 2 3 cluster spines (a slightly weaker variation) its only about 1500 points and has a range on all themplates the shortest being 18 and the stranglecannons being 36.

I run no stealers, small regular troop numberswith bad ass upgrades like termagaunts with devourers (only reason its amazing is 3 shots at 18 range... for double the price of a regular model with a weaker gun at 12" range so point for point id take 3 better shots in place of 2 weaker shots any day (just be cautious as less models makes your troops easy to wipe)) but alot of monstrous, generally I win, moreso when up against spacewolves, less when against dark eldar, and even with imp guard. With any tyranid build your weakness is lots of vehicles... not alot of weapons easily do it.

So many viable builds, some people say a ton of hive guard , cheap tough troops with the ability to drop most light armor vehicles, but no chance to drop a raider so if you spit ball a 1500 point list and you dont put in alot of HARD hitting attackers and your friend jus tpulls a fast one and puts in a landraider with flamers our the ass or for instance IMP guard with their squardrens of av 14 frontside vehicles.. you will have a rough time and probably lose. I pick one thing, build a list around it and then with extra points put in an "oh gak" im glad i brought this troop to the field

If you wanna go armor punchy list... be sure to bring at least some anti infantry to or your list is useless vs footsloggers
if you want anti infantry... put in some tank busting or if you play and armored fist who never has to get out of vehicles.... your screwed
if you want melee, use shooty as a screen so you actually get better melee in without as many casualties

in short.. whatever type of list you build, always cover your weaknesses with SOMETHING even if its just a few things. because you never know you might find yourself up against someone who makes lists like i do, like i said my 1250 point list fields two tyranofexes 1 trygon prime and 1 tyrant only 28 troops in 2 broods. you wont see lists like that as peopel say its too risky (its too risky to bring 1 MC to a small list... no one said its risky to bring 4 lol) it forces my opponent to bring big guns and rage to the field, where as I can then large template blast the small troops hes forced to field. It has armor punching, heaviest of the tyranid armors and large blast and strong weapons, its weakness are small troops choices... in objective games march my MCs up fight for a point if i win it run my troops up, cap it, use my remaining big bugs to go out killing and contesting points.

Very well. Seems like Tyranids can effectively counter anything, just adapting their units a bit. Numbers, MC's... I definitevely want to start a Tyranids army. I take your advices and experiences (also, the other posters' too ), I'm very thankful. Now I just have to decide a color scheme (for me, Tyranids are the most difficult army for deciding a scheme, even more than CSM)... perhaps an Alien style, or some purple and black, or green. Not sure about that yet. But I think I'll have real fun with the Nids! =D
   
 
Forum Index » 40K Army Lists
Go to: