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Made in us
Longtime Dakkanaut






Genestealers are amazing, for sure get some, they are our best melee troop units. More Flyrants are good, an OOE (Old One Eye) or Broodlords are good too.

I would for sure get in order of importance

More Genestealers (you want at least 1 max unit)
Tyrant Kit (either Swarmlord or another flyrant)
Hgants (need more troops)
OOE (melee anti-tank, he is amazing)

Bc you are focusing on melee for right now, you really want more Genestealers, Swarmlord and OOE, Hgants as troop fillers and fast screens.

B.c you already have a Broodlord there is no need to get another one, they are good, but not more genestealer/ooe/swarmlord/tyrant good.

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Khorne Rhino Driver with Destroyer





 Singleton Mosby wrote:
Hi there,

I've been wanting to play Nids for a long time but never got around to do it. Now I've bought a Flyrant and the Start collecting set.

Since Nids are for me all about the looks I don't want any Nids in my army holding guns or swords. This thus leaves Talons and claws mostly. As playing style I would like them to be as heavy CC as possible with a lot of Deeptstrik 'tunneling' pressure.

I am thinking of fielding the following. Could you please advice me where to go from here?
- Flyrant
- Broodlord
- Large unit genestealers
- 2 small units Hormagaunts
- 2 Trygons
- 2 Melee fexes
- Screamer Killer



Conventional wisdom would say Hive Guard and Swarmlord are the competitive picks lacking from your list, but those are obviously out for you. I'd say that you have a fairly comprehensive list of units without guns and swords already, lacking only really certain big monsters (Haruspex, Toxicrene, Maleceptor, etc.), Zoanthropes, Venomthropes, and Raveners. The big monsters are a pass, lacking good rules at the moment. The rest are pretty good. Zoanthropes add some smite, although you should have enough with your HQs. Venomthropes are good, and will help you not get torn apart by shooting, which is an issue without an ability to take out tanks and other big threats reliably, especially if your opponent wraps them with chaff (which everyone does these days). I might go for a Malanthrope instead, as it is a character. And I like Raveners, although they're solidly mid tier in this codex.

So as for what to get, I'd say your order is:
1) Another Flyrant
2) Another 20 man blob of Stealers
3) A Malanthrope/Venomthropes

And then much further down the line Raveners, and perhaps Zoanthropes if you feel you want more smite.

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Thousand Sons: 2000pts
Chaos Daemons: 2550pts
Renegade Knights: 1750pts  
   
Made in nl
Regular Dakkanaut





Netherlands

Thanks for the replies lads.

Judging by the looks of the models I guess I will add the following:

- Malanthrope (my most favorite Nid model)
- Old One Eye (can he be made from the Carnifex kit?)
- More Genestealers

Why should I include a second Flyrant? I think they are horribly expensive. And how to kit them out, should I excuse myself and get Twin linked devourers for him just because a 100% melee oriented Flyrant will not work?

   
Made in no
Powerful Ushbati





Bergen

 Singleton Mosby wrote:
Hi there,

I've been wanting to play Nids for a long time but never got around to do it. Now I've bought a Flyrant and the Start collecting set.

Since Nids are for me all about the looks I don't want any Nids in my army holding guns or swords. This thus leaves Talons and claws mostly. As playing style I would like them to be as heavy CC as possible with a lot of Deeptstrik 'tunneling' pressure.

I am thinking of fielding the following. Could you please advice me where to go from here?
- Flyrant
- Broodlord
- Large unit genestealers
- 2 small units Hormagaunts
- 2 Trygons
- 2 Melee fexes
- Screamer Killer



I think I have some bad news for you. Tyranids strenght comes from being a little good at everything, both melee and shooting, so you will need some guns at some point.

Flyrants are good, either with two sett of guns, or one sett guns and melee weapons. Broodlords are OK, not super duper. Genstealer heavy lists can be good, it is a good unit, but you need The Swarmlord ideally.

The rest are not so good. Hormogaunts are good at tying things up on melee, but not kill them. Trygaons are good for delivery, but they die very easaly and they do not like powerfist like weapons. Melee fexes are called a distraction carnifex. It is a unit that is such a threath that it needs to be dealth with before it reaches your lines, and they can operate independently. But you need to preasure the opponent so it gets there. Screamer killers, while cool, are just worse fexes.

For melee I would paint them up in your own colours and do a count as Kraken.


I am a dyslectic, so bear with me.

Dyslectics in a text based environment? Dakka is aware of you and sympathises with any troubles you have: http://www.dakkadakka.com/dakkaforum/posts/list/505863.page

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Made in nl
Regular Dakkanaut





Netherlands

Why use Kraken instead of Leviathan for this style of quick CC army. The later sounds preferable since it gives some much needed protection.

   
Made in no
Powerful Ushbati





Bergen

6+++ does not help a lot. But actually advancing fast helps. Also, you can disengage and charge sometbing else. Something that is very good on genstealers and flying hive tyrants.

I am a dyslectic, so bear with me.

Dyslectics in a text based environment? Dakka is aware of you and sympathises with any troubles you have: http://www.dakkadakka.com/dakkaforum/posts/list/505863.page

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Made in ca
Sneaky Lictor



oromocto

 Niiai wrote:
6+++ does not help a lot. But actually advancing fast helps. Also, you can disengage and charge sometbing else. Something that is very good on genstealers and flying hive tyrants.


I agree with this. If you can trap a model (ie surround it so it can't fall back) then your unit cant get shot at on the opp turn then fall back and assault again or another unit.
   
Made in nz
Dakka Veteran




Auckland, NZ

Yep, a 6+++ is all well and good.
However charging across the table on turn 1, murdering a unit, then taking another unit hostage so you can't be shot at the following turn. That's a much better defensive bonus.
   
Made in us
Regular Dakkanaut




 Niiai wrote:
Oh, is that what the established list looks like. ^_^

Yeha, I agree there are some cool things in there, that will make sence in most lists and as natural inclusions. I think you are going a bit over board. The primus and Clamavus seems redundant. There is little for them to do once all the 20 hybrids gets wiped out. (And they will.)

Neophytes does little that ripper swarms do not already do. What you want from GSC is mostly a unit of Hybrids and some elite choises. Patriarch and Magus for some cool psykick powers and more snipe.


Well, I mean, the established list is still shaking out, and I think it will take a few major events before we really get a good feel for how GSC works as an independent army. That is more the key parts I think work well to support a Tyranid army. I agree that the core thing you want from GSC is the Hybrid unit. After that I think it is kind of a toss up on if you want the extra reliability from the Primus/Clamavus, the extra punch from the Patriarch, the spells, or the useful elites. I'm personally most fond of Patriarch + Magus + Clamavus + Hybrids + Kellermorph, on the logic that the entire detachment is a suicide bomb, Hybrids + Patriarch + Clamavus give you pretty good bang (Ld 11 + the Horror is a three point swing and can autokill several units when casting), and the Kellermorph is to awesome to not stick a cowboy hat on and play every chance you can.

The Neophytes make your GSC detachment a Battalion. The detachment wants to use a lot of CP, Neophytes are cheap and can occupy backfield space. Your comment did get me thinking about using min squads of flamer Hybrids instead, because they are very much a Ripper equivalent and they are almost comically good at countering Ripper equivalent units, if you are willing to spend the CP. The idea would be to hold them in reserve, then deep strike them next to a Ripper like unit of backfield objective campers using the strat that lets them get close enough to shoot but not charge, then 5d6 S3 flamer hits and potentially also contest the objective. If you somehow have 4 CP and a Magus left at the end of the game you could summon them instead. I doubt the situation will occur very frequently, but Summon Hybrids >>> Land 3" Away >>> Kill Unit >>> Claim Objective >>> Get Linebreaker >>> Win Game would be hilarious.

   
Made in nl
Regular Dakkanaut





Netherlands

Another NOOB question here: I see a lot of references to advance + charge. But how do Tyranids pull this off?

   
Made in no
Powerful Ushbati





Bergen

 Singleton Mosby wrote:
Another NOOB question here: I see a lot of references to advance + charge. But how do Tyranids pull this off?


Genestealers has this inate.

One psykick powers does it, although you do not know if it will work when you advance.

Also see Swarmlord.

I would recomend you buy the codex.

This message was edited 1 time. Last update was at 2019/03/26 14:12:05


I am a dyslectic, so bear with me.

Dyslectics in a text based environment? Dakka is aware of you and sympathises with any troubles you have: http://www.dakkadakka.com/dakkaforum/posts/list/505863.page

Kronos biovore box fresh sporemines. Denying psykick powers since 2017.

 
   
Made in us
Longtime Dakkanaut



Portland,OR

 Singleton Mosby wrote:
Hi there,

I've been wanting to play Nids for a long time but never got around to do it. Now I've bought a Flyrant and the Start collecting set.

Since Nids are for me all about the looks I don't want any Nids in my army holding guns or swords. This thus leaves Talons and claws mostly. As playing style I would like them to be as heavy CC as possible with a lot of Deeptstrik 'tunneling' pressure.

I am thinking of fielding the following. Could you please advice me where to go from here?
- Flyrant
- Broodlord
- Large unit genestealers
- 2 small units Hormagaunts
- 2 Trygons
- 2 Melee fexes
- Screamer Killer



Well, I suggest you go for Hive Fleet Jormangandr, and get some Ravagers. They are a nice assault unit that Tunnels, and Jormangandr can use a Strat to bring units along. No shooty at all is a tough row to hoe. But Stealers popping out of tunnels is a doable thing. Add some Rippers to grab Objectives and maybe some CC kitted Warriors for Synapse...and see how it goes.

Good luck! And welcome to the Hive Mind!
   
Made in it
Longtime Dakkanaut




 Singleton Mosby wrote:
Hi there,

I've been wanting to play Nids for a long time but never got around to do it. Now I've bought a Flyrant and the Start collecting set.

Since Nids are for me all about the looks I don't want any Nids in my army holding guns or swords. This thus leaves Talons and claws mostly. As playing style I would like them to be as heavy CC as possible with a lot of Deeptstrik 'tunneling' pressure.

I am thinking of fielding the following. Could you please advice me where to go from here?
- Flyrant
- Broodlord
- Large unit genestealers
- 2 small units Hormagaunts
- 2 Trygons
- 2 Melee fexes
- Screamer Killer



Hmm, if i went for a claws/talons only list then i would probably point to a jormungard high durability slow list. Bring a brigade so that you have lots of CPs to deepstrike stuff from raveners. Then take everything as cheap as possible like:

- Double talon fexes
- Lictors
- Pyrovores
- Double talon warriors
- Mawloc
- Red Terror
- Deathleaper
- Walkrants
- Malanthrope
- Venomthropes
- Zoanthropes
- Rippers

Cheap models with high durability. Play for the long game, you want to outlast him. This is a kind of list that after 3 shooting phases suffered, it is still alive and dangerous. Don't try to out alpha your opponents, that is something that you do with guns. Use your Jorm trait to its max effect, use The Horror to debuff the biggest threats. Disrupt as much as possible with Lictors, Mawlocs and Deathleaper. Don't try the turn 2 charge from ravener deep strike if you really can't wait. You want your raveners and warriors to stand there with the +1 save and then go after them in turn 3 with a guaranteed charge.

I wouldn't suggest using genestealers. Those guys are great, but require a lot of support to do what they have to do, or they will die a horrible and extremely costly death. Without a swarmlord or guns to clear screens, they cannot work. It's an hammer without an anvil. They cost a lot, if you bring them you must make sure that they can reach the intended target, if they are sent against ork boyz, guards, cultists or even transports, then you have lost them and probably the game with them.
   
Made in mx
Rampaging Carnifex



Mexico

Kraken is a must if playing Genestealers, because 18" average movement plus charge using the double Advance stratagem.

But if you are playing something like all Termagant spam or Tyranid Warriors then Leviathan is a nice boost in durability.
   
Made in us
Elite Tyranid Warrior




Pennsylvania

What's up, everyone? Due to some personal/family issues I've been out of the game (minus a few games at a friend's house) for basically a year. I'm getting back in and am not sure where our army is right now. My collection is below; I'm wondering if I can build a semi-competitive/don't get tabled list for the current state of the game with it?

2 Hive Tyrants One wit LW/BS and HVC, one with wings, but no other arms attached yet
1 Tervigon w/Crushing Claws
2 Broodlords
10 Warriors, various loadouts
44 Genestealers
41 Hormagaunts
25 Termagants, some w/devourers, but I don't remember how many
29 Gargoyles
1 Lictor (usually use as Deathleaper)
3 Zoanthropes
1 Biovore w/2 mines
2 Trygons
4 Carnifexes, 1 w/dual ST, 1 w/ST and Crushing Claws, 1 w/Claws and HVC, and 1 with 2 devourers and 2 open arm slots

I look forward to the advice.

   
Made in gb
Regular Dakkanaut





What do people's Old One Eye/Swarmlord combo armies look like composition-wise?
   
Made in us
Ultramarine Chaplain with Hate to Spare






whirlwindstruggle wrote:
What do people's Old One Eye/Swarmlord combo armies look like composition-wise?

Batallion

Swarmy
Prime DS/BS
3x warriors 1xVC/2xDS/3xBS
3x warriors 1xVC/2xDS/3xBS
3x warriors 1xVC/2xDS/3xBS
3x warriors 1xVC/2xDS/3xBS
2x Carnifex HVC/DS Spores/Enhanced senses
2x Carnifex HVC/DS Spores/Enhanced senses
2x Carnifex Acid Maw 4x dev Spores

Supreme
2x Flyrants with devs and MRC
OOE

I've played this and done pretty well with it. You can go Kraken if you want - I usually go levi.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Longtime Dakkanaut






whirlwindstruggle wrote:
What do people's Old One Eye/Swarmlord combo armies look like composition-wise?


I play a Swarmlord, OOE combo when i play nids. I love those 2 units and it works great with my massive Genestealers as well.

Its for sure an all or nothing list tho. You need more threats on the table. Thats why i take 2 units of stealers over 1, and i take 2 Flyrants as well.

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Automated Rubric Marine of Tzeentch



Netherlands

Stupid little ideas:

Spend 1100 pts on a gunline. Your choice. Hive guard, Exocrines, Tyrannofexes, carnifexes with heavy venom cannons, you name it. Add a Malanthrope as one of your HQs.

Then for the remaining 900 pts pick one of the following.

1. 2 Tervigons and 3x30 termagants with 10 devourers each. Make them Leviathan. 90 termatangs with -1 to hit and 6+++. They need to kill all 30 in a turn, because if one survives they're becoming 21 again the next turn. Hide one of the tervigons, make the other warlord with adaptive biology. Stick close to the malanthrope. Enjoy yout immortal troop horde with rerolls 1's on hits and wounds and can replenish itself every turn.

2. Make the "big wall of the mind". 3x6 zoanthropes plus 2 neurothropes. That's 20 bodies with 3 wounds each and a 3++. Make them also leviathan for an extra save, because why wouldn't you? Make a big line of them in front of your gunline. Shoot with 3+d3 mortal wound smites at 24", rerolling 1's and healing them with the neurothrope smites.

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2500 
   
Made in us
Ultramarine Chaplain with Hate to Spare






topaxygouroun i wrote:
Stupid little ideas:

Spend 1100 pts on a gunline. Your choice. Hive guard, Exocrines, Tyrannofexes, carnifexes with heavy venom cannons, you name it. Add a Malanthrope as one of your HQs.

Then for the remaining 900 pts pick one of the following.

1. 2 Tervigons and 3x30 termagants with 10 devourers each. Make them Leviathan. 90 termatangs with -1 to hit and 6+++. They need to kill all 30 in a turn, because if one survives they're becoming 21 again the next turn. Hide one of the tervigons, make the other warlord with adaptive biology. Stick close to the malanthrope. Enjoy yout immortal troop horde with rerolls 1's on hits and wounds and can replenish itself every turn.

2. Make the "big wall of the mind". 3x6 zoanthropes plus 2 neurothropes. That's 20 bodies with 3 wounds each and a 3++. Make them also leviathan for an extra save, because why wouldn't you? Make a big line of them in front of your gunline. Shoot with 3+d3 mortal wound smites at 24", rerolling 1's and healing them with the neurothrope smites.

Actually seems like a really fun list to play.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Longtime Dakkanaut






topaxygouroun i wrote:
Stupid little ideas:

Spend 1100 pts on a gunline. Your choice. Hive guard, Exocrines, Tyrannofexes, carnifexes with heavy venom cannons, you name it. Add a Malanthrope as one of your HQs.

Then for the remaining 900 pts pick one of the following.

1. 2 Tervigons and 3x30 termagants with 10 devourers each. Make them Leviathan. 90 termatangs with -1 to hit and 6+++. They need to kill all 30 in a turn, because if one survives they're becoming 21 again the next turn. Hide one of the tervigons, make the other warlord with adaptive biology. Stick close to the malanthrope. Enjoy yout immortal troop horde with rerolls 1's on hits and wounds and can replenish itself every turn.

2. Make the "big wall of the mind". 3x6 zoanthropes plus 2 neurothropes. That's 20 bodies with 3 wounds each and a 3++. Make them also leviathan for an extra save, because why wouldn't you? Make a big line of them in front of your gunline. Shoot with 3+d3 mortal wound smites at 24", rerolling 1's and healing them with the neurothrope smites.


I keep trying to get players to do a very with SM, 7 Drop pods start on the table, then you have 3 Thunderfire Cannons and Whirlwinds, all filled with Scouts, and finally Loyal 32 with as many Mortars and 3 Basilisks.

IDK why no one wants to do it....

If nids Drop pods (Tyrannocytes) did float 3" off the ground and blocked LoS i so would do it with them, Hive Guard, Biovores, Sporocytes, etc.. LOL

15k+
:harlequin: 4k
5k
Beastmen 6500

Reading/Writing LD, be kind!

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Tough Tyrant Guard






 Battlesong wrote:
What's up, everyone? Due to some personal/family issues I've been out of the game (minus a few games at a friend's house) for basically a year. I'm getting back in and am not sure where our army is right now.


Currently the army is more infantry-centric than it used to be, with a lot of builds focusing on Genestealers and Hive Guard as the main damage dealers with the rest of the army acting in support (Swarmlord is fairly common to sling 'stealers up the board).

I think there is a lot of room to explore though. Chapter Approved reduced the costs on all of the large monsters (Tervigon, Tyrannofex, Haruspex, Exocrine, Harpy, Hive Crone, Malceptor, Toxicrine, Trygon indirectly) and if GSC and Orks continue to do well we may see a shift away from heavy anti-armor (intended for dealing with Knights) and more anti-horde which would be favorable for the larger creatures.

 Battlesong wrote:


My collection is below; I'm wondering if I can build a semi-competitive/don't get tabled list for the current state of the game with it?

2 Hive Tyrants One wit LW/BS and HVC, one with wings, but no other arms attached yet
1 Tervigon w/Crushing Claws
2 Broodlords
10 Warriors, various loadouts
44 Genestealers
41 Hormagaunts
25 Termagants, some w/devourers, but I don't remember how many
29 Gargoyles
1 Lictor (usually use as Deathleaper)
3 Zoanthropes
1 Biovore w/2 mines
2 Trygons
4 Carnifexes, 1 w/dual ST, 1 w/ST and Crushing Claws, 1 w/Claws and HVC, and 1 with 2 devourers and 2 open arm slots

I look forward to the advice.


Your best bet is probably going to be a Kraken detachment with all of the fast units you can fit in (Brood Lords, Winged Tyrant, Genestealers, Hormagaunts, Gargoyles) and a supporting Jormungandr detachment with the walking Tyrant, Carnifexes, Biovores, and Warriors (could include the Termagants as well if you wanted to do a Devourer bomb with one of the Trygons). Trygons could go in either detachment, though of the two I'd lean towards Jormungandr since it helps improve their durability and they can be used as an entry point for any units you might wish to set aside using their signature stratagem.

If you can, you might want to re-fit the Tervigon with Massive Scything Talons instead of the Massive Crushing Claws. The standard talons are more reliable in virtually every respect.
   
Made in gb
[DCM]
Executing Exarch





London, UK

Hey all, it has been a very long time since I've played with my Tyranids, having shelved them in 5th edition and I'd like to see whether my models have any viability to make an okay list from.

I have:
1 Hive Tyrant (on foot)
4 Zoanthropes
2 Carnifexes
3 Hive Guard
Deathleaper
10 Gargoyles
6 Warriors
1 Broodlord
16 Genestealers
16 Hormagaunts
16 Termagants (all devourers)
4 Ripper bases
1 Tyrant guard

I realise there isn't a lot there in retrospect and I do believe I have some more models, but what could I make from this?

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2000 Hive Fleet Zenith
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Made in no
Powerful Ushbati





Bergen

You have a lott of usable things.

1 Hive Tyrant (on foot) not optimal, but great with a venom cannon or devourers.

4 Zoanthropes A fine smiter unit.

2 Carnifexes Yes. Mind you all the parts have special rules.

3 Hive Guard Even more yes.

Deathleaper Cheap object grabber.

10 Gargoyles Good for grabbing objectives.No longer gives things behind cover save.

6 Warriors A descent unit. Not topp tier, but not everything can be.

1 Broodlord Good

16 Genestealers A+

16 Hormagaunts Good for tying up units and harras but not for killing.

16 Termagants (all devourers) Dangerus.

4 Ripper bases Good fro grabbing objectives.

1 Tyrant guard Sadly comes in groups of 3 minimum without a CP handicap. Although cna be worth -1 CP.

All in all it is a great starting point. Get some games inn. Remember infantery shooting twice and a unit fighting twice is our bread and butter stratagems.

This message was edited 1 time. Last update was at 2019/04/03 12:28:34


I am a dyslectic, so bear with me.

Dyslectics in a text based environment? Dakka is aware of you and sympathises with any troubles you have: http://www.dakkadakka.com/dakkaforum/posts/list/505863.page

Kronos biovore box fresh sporemines. Denying psykick powers since 2017.

 
   
Made in us
Elite Tyranid Warrior




Pennsylvania

 Strat_N8 wrote:
Currently the army is more infantry-centric than it used to be, with a lot of builds focusing on Genestealers and Hive Guard as the main damage dealers with the rest of the army acting in support (Swarmlord is fairly common to sling 'stealers up the board).

I think there is a lot of room to explore though. Chapter Approved reduced the costs on all of the large monsters (Tervigon, Tyrannofex, Haruspex, Exocrine, Harpy, Hive Crone, Malceptor, Toxicrine, Trygon indirectly) and if GSC and Orks continue to do well we may see a shift away from heavy anti-armor (intended for dealing with Knights) and more anti-horde which would be favorable for the larger creatures.

Cool, thanks for the advice. I hope it gets to that point as I'm a fan of Nidzilla. Interesting that we can use our infantry in any case.

 Strat_N8 wrote:
Your best bet is probably going to be a Kraken detachment with all of the fast units you can fit in (Brood Lords, Winged Tyrant, Genestealers, Hormagaunts, Gargoyles) and a supporting Jormungandr detachment with the walking Tyrant, Carnifexes, Biovores, and Warriors (could include the Termagants as well if you wanted to do a Devourer bomb with one of the Trygons). Trygons could go in either detachment, though of the two I'd lean towards Jormungandr since it helps improve their durability and they can be used as an entry point for any units you might wish to set aside using their signature stratagem.

If you can, you might want to re-fit the Tervigon with Massive Scything Talons instead of the Massive Crushing Claws. The standard talons are more reliable in virtually every respect.

I can definitlely work with that. I forgot to mention that I have an Exocrine as well, so that can go in the Jormy detachment. Should be an interesting way to run the things.

   
Made in nl
Automated Rubric Marine of Tzeentch



Netherlands

How about 10 carnifex?

No, really.

Old One Eye plus 3 units of 3 Carnifex. Buy them all adrenal glands, tusks and spore cysts. Then in every unit of 3 take 2 carnifex with double scything and 1 with scything/crushing. Give them all bone maces just because. Make them all Kraken because fall back + charge with mortal wounds and +1 to hit.

Then field them right out in the open, at the very edge of your deployment zone, look your opponent in the eye and tell them "do you hear the ground tremble?"

On the plus side, you're left with like 850 pts to make a battalion of anything really.

So, yeah. 10 carnifex. Because if you own any less, you are bad and you should feel bad.

14000
4000
2500 
   
Made in us
Longtime Dakkanaut






Yeah you could do this:

Spoiler:
+++ Nidzilla (Warhammer 40,000 8th Edition) [110 PL, 9CP, 2000pts] +++

++ Spearhead Detachment +1CP (Tyranids) ++

+ No Force Org Slot +

Detachment CP

Hive Fleet: Kraken

+ HQ +

Old One Eye

+ Heavy Support +

Carnifexes
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks

Carnifexes
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks

Carnifexes
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks

++ Battalion Detachment +5CP (Tyranids) ++

+ No Force Org Slot +

Battle-forged CP

Detachment CP

Hive Fleet: Jormungandr

+ HQ +

Malanthropes: Malanthrope

Tyranid Prime: Adrenal Glands, Boneswords, Deathspitter, Flesh Hooks, The Ymgarl Factor, Toxin Sacs, Warlord, Warlord Trait: Insidious Threat

+ Troops +

Tyranid Warriors
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter

Tyranid Warriors
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter

Tyranid Warriors
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior (Bio-cannon): Adrenal Glands, Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Adrenal Glands, Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Adrenal Glands, Boneswords, Venom Cannon

+ Fast Attack +

Raveners
. Ravener: Rending Claws, Scything Talons, Spinefists
. Ravener: Rending Claws, Scything Talons, Spinefists
. Ravener: Rending Claws, Scything Talons, Spinefists

Created with BattleScribe (https://battlescribe.net)





10 Kraken meleefex running straight at you while you have 20 warriors and a malanthrope in the backfield. A full unit of warriors and a prime in deep strike with some ravenors ready to walk in and double tap on someones face with 21 heavy bolter shots and 3 venom cannons before charging them with 33 bonesword attacks hitting on 2's.

Because the deep strike threat is so nasty, they will not be able to spread out their forces much to take out your warriors, and not many armies will be able to kill more than 3 carnifex's a turn anyway. Very nasty list if you get first turn.

This message was edited 2 times. Last update was at 2019/04/03 20:41:30


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Dakka Veteran





https://www.reddit.com/r/WarhammerCompetitive/comments/b3tsy4/as_requested_lvo_performance_by_faction/

So there was a second post from the same user who created a breakdown to account for soup or combo lists and also by mono codex. Overall Nids didn't end up as bad as the first graph made it seem. They may have had a few players who did worse but their average as a whole they were mid tier for mono codex. They even had some outliers do a lot better than the majority of the tyranid players. chaos was way more swingy than nids and GK well, theyre GK
   
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Automated Rubric Marine of Tzeentch



Netherlands

 Eihnlazer wrote:
Yeah you could do this:

Spoiler:
+++ Nidzilla (Warhammer 40,000 8th Edition) [110 PL, 9CP, 2000pts] +++

++ Spearhead Detachment +1CP (Tyranids) ++

+ No Force Org Slot +

Detachment CP

Hive Fleet: Kraken

+ HQ +

Old One Eye

+ Heavy Support +

Carnifexes
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks

Carnifexes
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks

Carnifexes
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Spore Cysts, Tusks

++ Battalion Detachment +5CP (Tyranids) ++

+ No Force Org Slot +

Battle-forged CP

Detachment CP

Hive Fleet: Jormungandr

+ HQ +

Malanthropes: Malanthrope

Tyranid Prime: Adrenal Glands, Boneswords, Deathspitter, Flesh Hooks, The Ymgarl Factor, Toxin Sacs, Warlord, Warlord Trait: Insidious Threat

+ Troops +

Tyranid Warriors
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter

Tyranid Warriors
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter

Tyranid Warriors
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior (Bio-cannon): Adrenal Glands, Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Adrenal Glands, Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Adrenal Glands, Boneswords, Venom Cannon

+ Fast Attack +

Raveners
. Ravener: Rending Claws, Scything Talons, Spinefists
. Ravener: Rending Claws, Scything Talons, Spinefists
. Ravener: Rending Claws, Scything Talons, Spinefists

Created with BattleScribe (https://battlescribe.net)





10 Kraken meleefex running straight at you while you have 20 warriors and a malanthrope in the backfield. A full unit of warriors and a prime in deep strike with some ravenors ready to walk in and double tap on someones face with 21 heavy bolter shots and 3 venom cannons before charging them with 33 bonesword attacks hitting on 2's.

Because the deep strike threat is so nasty, they will not be able to spread out their forces much to take out your warriors, and not many armies will be able to kill more than 3 carnifex's a turn anyway. Very nasty list if you get first turn.


Why go cheap on me after the halftime? What about a battalion of 3 hive tyrants with melee weapons and rippers for the troops? And for the rest of the points, just put mini carnifex, aka tyrant guard.

14000
4000
2500 
   
Made in us
Longtime Dakkanaut






Wouldn't call it cheap. Every model has at least 3 wounds. You could definitely take 3 hive tyrants and get psychic support and keep T7. It's also an easier to build army model wise, as I don't know anyone with 20 warriors, but I'd say the list I posted is more IMPRESSIVE looking on the table, and far more durable againgst mortal wound spam, which is a thing.

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