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![[Post New]](/s/i/i.gif) 2012/08/20 17:57:21
Subject: 1500 Tyranids Monster Mash?
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Longtime Dakkanaut
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I'm working on a 1500 point list based on the models I like and was thinking of something like this:
HQ
Prime (not sure what to give him)
Troops
Tervigon w crushing claws and toxin sacs
Tervigon w crushing claws and toxin sacs
20 Termigants
20 Termigants
Heavy Support
2 x Carnifex (again not sure what to give them but dual scything talons seems economical and looks cool while I also like dual tl devourers)
Trygon Prime w toxin sacs
I'm at 1205 or 1265 I think if the fexes have the devourers. Is this anywhere on the money and what should I add in here?
Basic plan is to run the prime with the fexes and rush the center while the tervigons run support an spew out objective grabbers and tarpits
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![[Post New]](/s/i/i.gif) 2012/08/20 18:01:11
Subject: 1500 Tyranids Monster Mash?
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Regular Dakkanaut
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of fexes i think 2 TL devoueres cuz its only unit that can harm flyers here atm you could think about zoans or hive guards.
On prime i would take BS/LW
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![[Post New]](/s/i/i.gif) 2012/08/20 18:07:04
Subject: 1500 Tyranids Monster Mash?
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Pyro Pilot of a Triach Stalker
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I actually run a fairly similar list with much success.
For the prime, lashwhip & bonesword with toxin sacs is pretty much where it's at. When I run my fex-star I run them screaming killer (2 scything talons + bio-plasma) but statistically the tl-devourers will get you better mileage. The rule of cool wins out for me though and CC kit is what I choose.
Get rid of the crushing claws, they are super expensive for what they accomplish. Kit your tervigons with just toxin sacs (which extends to the termaguants) and then give them all 3 psychic powers. The reason for all 3 psychic powers is that you can exchange them for biomancy powers which are super beneficial to tervigons.
Just run your gaunts in units of 10. The tervigons will spawn more and I find more than 10 very unweildly to move.
You need some hiveguard. A unit of 3, or 2 units of 2, will save you alot of headache dealing vehicles I assure you. In fact, assuming they hit, they even deny flyers cover saves 0.o!
Good luck!
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01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001 |
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![[Post New]](/s/i/i.gif) 2012/08/20 19:01:58
Subject: 1500 Tyranids Monster Mash?
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Longtime Dakkanaut
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Thanks for the feedback!
Yeah I was specifically thinking of maxing Biomancy with these guys. I wanted to try out the claws because of the crazy bonus to smash attacks even if its just 2+1 for charging and I roll a 1 or 2, 4 S10 attacks is hardcore, plus it's another rule of cool for me.
Ill bump the Termigants down to 10 each an free up 100 points to get those other Biomancy powers.
Definitely going to get Hive Guard in there, and was thinking of either Zoanthropes or Doom of Malan'Tai.
Thoughts?
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![[Post New]](/s/i/i.gif) 2012/08/20 19:44:21
Subject: 1500 Tyranids Monster Mash?
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Warp-Screaming Noise Marine
Canada!
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Hive Guard have T6 too and give you an incredible number of strength 8 shots for the dollar.
Primes ain't so necessary as they used to be with the dakkafex. They can find cover just fine now.
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It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... |
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![[Post New]](/s/i/i.gif) 2012/08/20 19:51:06
Subject: 1500 Tyranids Monster Mash?
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Longtime Dakkanaut
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I was under the impression that attaching a Prime to them makes then twice as survivable with LoS
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![[Post New]](/s/i/i.gif) 2012/08/20 20:21:14
Subject: 1500 Tyranids Monster Mash?
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Warp-Screaming Noise Marine
Canada!
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oh yeaaaah I was thinking about coversaves!
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It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... |
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![[Post New]](/s/i/i.gif) 2012/08/21 10:10:26
Subject: 1500 Tyranids Monster Mash?
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Regular Dakkanaut
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For some real monsters:
dakka tyrant- shell, old adversary
3x HG
2x10 termies
2x Tervigon - cat, TS
3x dakkafex
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![[Post New]](/s/i/i.gif) 2012/08/21 16:22:22
Subject: 1500 Tyranids Monster Mash?
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Longtime Dakkanaut
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Oh that looks pretty slick too!!!
Are fexes without a prime survivable or do they just get blasted to bits by krak?
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![[Post New]](/s/i/i.gif) 2012/08/21 17:15:26
Subject: 1500 Tyranids Monster Mash?
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Pyro Pilot of a Triach Stalker
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More Dakka wrote:Oh that looks pretty slick too!!!
Are fexes without a prime survivable or do they just get blasted to bits by krak?
Oh they're plenty survivable with or whithout prime. The prime, though, adds significant CC prowess with the LW& BS combo and especially in this day and age of challenges can save those fexes in CC. It also helps that it simultaneously makes the prime much survivable. However, if you just want to go with a brood of 3 dakka fexes then a prime may be vestigial since that is surely a shooting unit.
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01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001 |
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![[Post New]](/s/i/i.gif) 2012/08/21 17:57:19
Subject: 1500 Tyranids Monster Mash?
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Longtime Dakkanaut
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I didn't think they gave up too much CC with the devourers, I mean they're still 4-5 S9 AP2 attacks at WS3.
So I guess I'll have to magnetize those talons and see, I am definitely lacking in the shooting dept, I was hoping the spawning and clawing dept can pick up the slack.
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![[Post New]](/s/i/i.gif) 2012/08/23 19:32:04
Subject: 1500 Tyranids Monster Mash?
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Longtime Dakkanaut
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OK so here is a revised list that I've been working on:
HQ
Prime
Lashwhip + Bonesword
Scything Talons
Troops
10 Termigants
10 Termigants
Tervigon
Poison+Adrenaline
Both extra psychic powers
Tervigon
Poison+Adrenaline
Both extra psychic powers
Heavy Support
2x Carnifex (brood)
2x TL Devourers w/ BrainLeech
Trygon Prime
Poison
Adrenaline
Total is 1220 for this (pretty sure I got the math right).
So now I need help filling out that 280 points.
I could do 2 units of 10 Genestealers for added threat, or a Flyrant with some decent gear as well.
I'm also partial to the Doom in a Mysetic Spore
Thoughts and suggestions?
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![[Post New]](/s/i/i.gif) 2012/08/23 19:45:47
Subject: 1500 Tyranids Monster Mash?
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Wondering Why the Emperor Left
United Kingdom
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Every time I used the Doom, it gets it's points back a high majority of the time, my friend hates it!
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5 Successful trades on the Swap Shop and counting!
Breotan wrote:Jump to conclusions? This is Dakkadakka. We pole vault to conclusions here.
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![[Post New]](/s/i/i.gif) 2012/08/23 20:30:19
Subject: 1500 Tyranids Monster Mash?
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Warp-Screaming Noise Marine
Canada!
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I think Hive Guards are more important than Dakkafex, espcially given the difference in firepower a dakkafex with frag spines will put out vs it's weight in hive guard, and that they are at the same toughness with one option having a much greater weight of wounds
'Sides all that I'd say they are both better critters than a trygon, but I do like how trygons can be a back rank answer from time to time, it just doesn't seem good as a fex to me, or a whack of HG.
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It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... |
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![[Post New]](/s/i/i.gif) 2012/08/23 20:43:19
Subject: 1500 Tyranids Monster Mash?
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Krazed Killa Kan
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You don't need AG on your Trygon. With smash and already high strength you are pretty safe. TS is nice though for rerolling wounds. I like pairs of trygons myself. Keeps my opponent on his toes and to be honest the more MC the tough you are. I usually do one prime and one normal. I am a fan of a lot of SiTW
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2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500 |
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![[Post New]](/s/i/i.gif) 2012/08/24 17:25:22
Subject: 1500 Tyranids Monster Mash?
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Longtime Dakkanaut
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Yeah I was thinking of forward SitW more than anything, forward synaps is nice too depending on the situation, plus those 12 S5 shots is just brutal.
Good point on the adrenaline, not as useful on an MC with S6 base.
A 2nd Trygon with poison would be sweet too.
I was also thinking of the Maclaw (sp?) as well, smash attacks seem to have brought him up to snuff and that shunting attack looks like it could be really useful as well, any thoughts on this?
Oh also I'm at 1225 with corrected costs for the above list, minus adrenaline (forgot the prime was so crazy expensive!)
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This message was edited 1 time. Last update was at 2012/08/24 17:26:57
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![[Post New]](/s/i/i.gif) 2012/08/24 20:25:17
Subject: 1500 Tyranids Monster Mash?
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Krazed Killa Kan
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Personally I am not a fan of the Mawloc. If I'm using them I am always taking the trygon options for my heavy. The model is sick though of the Mawloc.
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2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500 |
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![[Post New]](/s/i/i.gif) 2012/09/03 00:54:20
Subject: 1500 Tyranids Monster Mash?
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Longtime Dakkanaut
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Ok so here's a revised list that I think should be fun to play:
HQ
Prime
2x Boneswords (arg I could not salvage that 5 points to take the lashwhip)
Troops
10 Termagants
10 Termagants
Tervigon
Crushing Claws
Onslaught
Catalyst
Tervigon
Crushing Claws
Onslaught
Catalyst
Elites
Doom of Malantai
Spore
Heavy Support
2x Carnifex Brood
2x TL Devourers w/brainleech worms
Trygon
Mawloc
Comes to exactly 1500 and boasts 6 monstrous creatures and hopefully spews out enough troops for objective games.
Thoughts and CC welcome!
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