Switch Theme:

Tyranids 1750 point  [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 au
Fresh-Faced New User






hello

i have not played 40k since 4th edition. im getting back into the hobby with a 1750 army of Nids. my goal is to have the 1750 painted and get some friendly games for experience before dec for a Tournament . need some help, i have read though the codex and writern up a army which i think would be all round and can do some damage, but i was hoping for some advice and any tips. i still have 50pts to spend and im thinking of some upgrades on the genestealers, but im a little lost and dont want to be wasting time and money

HQ-
Hive tyrant- hive commander, scything talons, devourer – 210
Elite-
the Doom of malan’tal- mycetic spare – 150
Hive guard- x3- 150
Troops-
termagant Brood x30 – Tervigon – 310
termagant Brood x30 – Tervigon – 310
termagant Brood x30 – 150
Genestealers- x8 – 112
Genestealers- x8 – 112
Heavy-
Trygon- 200
Total 1704


thanks for any advice

alpha legion 
   
Made in us
Tunneling Trygon






Tyrant on foot needs tyrant guard.

Elites - run 2*2 hive guard.

Troops, why pay for all those termagants when the tervigons spawns them for free. Only buy the minimum 10 strong brood for 50 or go for devourer gants.

Stealers work best with toxin sacs.

Trygons work best with AG.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in au
Fresh-Faced New User






HQ-
Hive tyrant- hive commander, scything talons, devourer – 210
Guard x2 - 120
Elite-
the Doom of malan’tal- mycetic spare – 150
Hive guard- x2- 100
Hive guard- x2- 100
Troops-
termagant Brood x10(50) – Tervigon AG (10)– 220
termagant Brood x10(50) – Tervigon AG (10)– 220
Genestealers- x8(112) TS (24)– 136
Genestealers- x8(112) TS (24)– 136
Heavy
Trygon- 200
Total 1592

158 left over

should i give the guard any upgrades or they are really there to give cover to the tryant, would two be enough

ternagants now in groups of 10, should i upgrade all to devourer

still have 158 points to burn, any ideas

thanks for the help

alpha legion 
   
Made in gb
Hornless Runt



London

Personally I would either spend your left over points on 2 more Hive Guard or some Zoanthropes

You need some more anti-tank for tournaments.

I agree with the post about toxin sacs, you are getting re-rolls on the all important rending to wound roll which means more dead enemies

Good luck
   
Made in gb
Boom! Leman Russ Commander




Northampton

Keep the Gants basic, they die in droves and are a huge point sink with Devourers.

I would consider dropping the Stealers in favour of another Trygon and probably upgrade your Tyrant to the Swarmlord. Swarm lord is beastly.

It seems that Nids tend to work by using Gants as cover for the big stuff and nearly everything else is Toughness 6. I could be wrong though.

Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right.
 
   
Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

I'll triple support the TS on stealers.....you're increasing rends by 50%.

Devilgaunts can work dropped from mycetic spores.....but you'd want a unit of 20 and that gets really pricy.

Speaking of spores...I believe the price on the Doom w/spore is incorrect.


If you take zoanthropes you almost need to put them in a spore too.

I'm fond of OA on tyrants, but also use flyrants to get them in quick as well.

I'd add TS to the tervigons so the gaunts get a 4+ wound always, rerolling on the charge against most things.

My Ork Taktikka: The Art of Waaagh! Last updated: 02-25-2012
My Sampler Platter 2k Battlewagon list
Warlord Bonecrusha's Waaagh! 5000+ Ork (W/L/D): 21/1/1
Angels Ascendent 3000+ Marine/Blood Angels (W/L/D): 3/0/0
Hive Fleet Chupacabra 2000+ Tyranids (W/L/D) 2/0/0
DR:70S++G++MB--IPw40k10/f+D++A+/mWD001R+++T(T)DM+
My 2 hour Stompa! 
   
Made in gb
Possessed Khorne Marine Covered in Spikes






doom + spore with no upgrades is 130

Did you know? Every sunday from 12 to 5 pm you can get a carvery for £6.95 at the pudding and pye.

 
   
Made in us
Bonkers Buggy Driver with Rockets






Riverside, CA

That's what I thought, w/o looking at the codex....I use it often enough =P

My Ork Taktikka: The Art of Waaagh! Last updated: 02-25-2012
My Sampler Platter 2k Battlewagon list
Warlord Bonecrusha's Waaagh! 5000+ Ork (W/L/D): 21/1/1
Angels Ascendent 3000+ Marine/Blood Angels (W/L/D): 3/0/0
Hive Fleet Chupacabra 2000+ Tyranids (W/L/D) 2/0/0
DR:70S++G++MB--IPw40k10/f+D++A+/mWD001R+++T(T)DM+
My 2 hour Stompa! 
   
Made in ca
Unhealthy Competition With Other Legions




Toronto, Ontario

Just remember, the Tervigon can be taken AS A TROOP CHOICE, not like a dedicated transport. So in that first list, you had 7 troop choices.


Automatically Appended Next Post:
Also, remember, there is a 6 in 36 or a 1 in 6 chance to roll doubles on two dice, and tervigon's roll 3 dice. I have only seen a terviogon spawn three times, twice. Also, gaunts and gants are great buys and work exceptionally well in large numbers

This message was edited 1 time. Last update was at 2012/05/08 17:55:29


"He's doing the Lord's work. And by 'Lord' I mean Lord of Skulls." -Kenny Boucher

Prepare yourselves for the onslaught men. The enemy is waiting, but your Officers are courageous and your bayonettes sharp! I have at my disposal an entire army of Muskokans, tens of thousands of armour and artillery supporting millions upon tens of millions of the Imperium's finest fighting men with courage in their bellies, fire in their hearts and lasguns in their hands. Emperor show mercy to mine enemies, for as sure as the Imperium is vast, I will not!
- General Robert Thurgood of the Emperor's Own Lasguns before the landings at Traitor's Folly at the onset of the Chrislea's Road Campaign

"Pride goeth before the fall... to Slaanesh"
- ///name stricken///, former 'Emperor's Champion' 
   
Made in us
Longtime Dakkanaut




kungfujew wrote:Just remember, the Tervigon can be taken AS A TROOP CHOICE, not like a dedicated transport. So in that first list, you had 7 troop choices.


Automatically Appended Next Post:
Also, remember, there is a 6 in 36 or a 1 in 6 chance to roll doubles on two dice, and tervigon's roll 3 dice. I have only seen a terviogon spawn three times, twice. Also, gaunts and gants are great buys and work exceptionally well in large numbers


Depends on your luck rolling. I had a pair keep spawning the whole game. You can believe my opponent was watching the dice like a hawk for those doubles.
   
Made in au
Fresh-Faced New User






HQ-
Hive tyrant- hive commander, scything talons, devourer – 210
Guard x3- 180
Elite-
the Doom of malan’tal- mycetic spare – 130
Hive guard- x2- 100
Hive guard- x2- 100
Troops-
termagant Brood x10(50) -50
Tervigon AG (10) TS (10)– 180
termagant Brood x10(50) -50
Tervigon AG (10) TS (10)– 180
Genestealers- x8(112) TS (24)– 136
Genestealers- x8(112) TS (24)– 136
Heavy
Trygon- 200
Total 1652
with 98 left over

idea one i could drop the genestealers and fill in with a other lot of Tervigon AG (10) TS (10)– 180pts termagant Brood x10(50) -50pts. i would then still have approx 140pts for a anti tank unit or up grade the tyrant to sparwlord. but from what i can gather the genestealers a must in a Nids army

idea two make the Trygon to prime and bring in a broodloard in one of the genestealers squards

idea three use last points for some ravener brood

idea four fill in some of the gaps with more termagants incase of low dice rolls

thanks for the adivce

This message was edited 1 time. Last update was at 2012/05/09 09:36:57


alpha legion 
   
Made in gb
Tunneling Trygon






AG on the trygon. Lashwhips on at least 1 tyrant guard. Do you really need 3 by the way? Scything talons over lashwhip and bonesword? Not sure on that one.

3 raveners is too small a brood and you can't quite trim enough to get up to 5 - as that's 175 pts with rending.

Elites and troops seem good, apart from a lack of catalyst on the tervigons. TS can be worthwhile as well.

If you take catalyst and the upgrades above, you have enough points left for a tyranid prime in the second HQ over a 3rd tyrant guard. he can join the tyrant, babysit the hive guard etc and can be a useful all-rounder and synapse cover.


"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in au
Fresh-Faced New User






reduced the tyrant guard down to two and given one a lash whip. i have also given the tyrant old adversary as the rule does sound like a lot of fun. got ten points should i give the tyraind prime AG or TS

the part of were you said TS can be worthwhile as well, did you mean towards the tervigons?

alpha legion 
   
Made in au
Regular Dakkanaut




Tyrant guard aren't as amazing as people say.

With Nids you need to ensure that everything helps another sqd, this is what Tyrant Guard fail at.

With Nids, get an overall theme and then build the army to support the theme. I preach a minimalist upgrade policy - only upgrade where it will benefit you in most situations, not some.

Infantry are easy pray for most nid units and you shouldn't bling units up to deal with them. Armour is a different story, we suck at armour IF we don't be careful. Zoan Thropes are good and don't have to be dropped in spores (though it helps), Harpies with venom cannons are effective anti-armour (they can shoot and charge with good chances of damage).

Try and formulate a list that has all or nothing on the board. If you want to use spores (and I love them) put anything without wings in them. If you don't, you give the opponent no choice but t roll dice at your units on the table...

Tervigons... yep, every one loves them. Stats don't support them. They average 10 spawns a turn, and will get a doulble within 3 turns (statistaically). Therefore if you must take them, you are best keeping them off the board and bringing them on later to spawn. Other than that, they are slow, weak easy kills that take away from your overall list. If you are taking these guys, look to build a shooty list. People will bang on about holding back field objectives... Nids are suppose to kill everything on the planet or die... Build a list that will destroy the opponents deployment area and you don't need pesky back field gaunts (besides all you're doing is pumping out easy kill points).

Eagle 
   
Made in gb
Tunneling Trygon






Eagleeye wrote:Tyrant guard aren't as amazing as people say.

With Nids you need to ensure that everything helps another sqd, this is what Tyrant Guard fail at.

With Nids, get an overall theme and then build the army to support the theme. I preach a minimalist upgrade policy - only upgrade where it will benefit you in most situations, not some.

Infantry are easy pray for most nid units and you shouldn't bling units up to deal with them. Armour is a different story, we suck at armour IF we don't be careful. Zoan Thropes are good and don't have to be dropped in spores (though it helps), Harpies with venom cannons are effective anti-armour (they can shoot and charge with good chances of damage).

Try and formulate a list that has all or nothing on the board. If you want to use spores (and I love them) put anything without wings in them. If you don't, you give the opponent no choice but t roll dice at your units on the table...

Tervigons... yep, every one loves them. Stats don't support them. They average 10 spawns a turn, and will get a doulble within 3 turns (statistaically). Therefore if you must take them, you are best keeping them off the board and bringing them on later to spawn. Other than that, they are slow, weak easy kills that take away from your overall list. If you are taking these guys, look to build a shooty list. People will bang on about holding back field objectives... Nids are suppose to kill everything on the planet or die... Build a list that will destroy the opponents deployment area and you don't need pesky back field gaunts (besides all you're doing is pumping out easy kill points).


You're extolling the virtues of the harpy and yet desribing the tervigon as a weak, easy kill. Harpy is almost impossible to get a cover save, has 1 lower toughness than the tervigon and only a 4+ armour save. Tervigon, especially with catalyst is tough and boosts other units. HVC is not a reliable anti-tank weapon. That -1 on the pen and -2 on the glance roll makes it useful for stunlocking only.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
 
Forum Index » 40K Army Lists
Go to: