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Made in us
Fresh-Faced New User




Hey all. Just getting back into WH40k from 4th/5th ed. era and looking to field a good all-around nid list for a local tourney.

HQ:
Flyrant
2x TL dev
(Biomancy)
260 pts

Tyrant with 3x Guard
(Biomancy)
350 pts

Elite:
Hive Guard x3 150pts
Doom w/ Spore (Biomancy) 130pts

Troop:
Termagunt x13 - 65pts
Termagaunt x13 - 65pts
Tervigon (Biomancy) - 160pts
Tervigon (Biomancy) - 160pts

H. Support
Tyrgon
Toxic Sacs - 210
Tyrgon
Toxis Sacs - 210

2 Biovore - 90

1850 Total
11KP
4 Synapse
~35 Models (before spawning terma)

My goal in objective games is to keep the tervigons and termagaunts hoarding the objectives until time runs out, while my MCs enfeeble and charge the ranks as biovores attempt to kill infantry/artillery blobs. Flyrant/Doom/Tyrgons all deepstriking. In kill games, my goal is similar except use terma as screens as MCs rush.

I'm also thinking of reducing the Terma Squads to 11, removing the Biovores, and giving the Tervigons Regen + Crushing Claws + Biomancy (possible FNP / It Will Not Die) for a sturdy Smash-MC that wrecks shop in close combat (still comes out to 1850).

I anticipate problems with flyers (transports with TL lascannons type thing) and IG/TAU/Eldar super shooty armies, but that's nothing new to a nid list. Thoughts?

Edit: Point totals etc.

This message was edited 4 times. Last update was at 2012/09/07 19:21:15


 
   
Made in us
Fresh-Faced New User




Havelock, NC

a sinlge flyrant i have never had much luck with. FMC's can get grounded easily by massed small arms fire then taken out by the big guns at normal BS. thaths just my experience with them.

personally i would drop 3 gaunts from each of the troops to pay for 2 TL dev on the walking tyrant

i started out going psychic powers crazy with the tervigons but found myself often just wishing i had the guaranteed FNP.
   
Made in us
Fresh-Faced New User




Interesting critique. In that case, do you prefer to run no FMCs, two FMCs, or get a squad of Gargs to screen?
   
Made in gb
Regular Dakkanaut





I like it. I would go with 2x flyrants. they shouldn't be overly focused fired on, as you have so much saturation, which i love.
If you can find the points for another trygon that would be awesome! or a dakkafex. I love monsters.
alternativly, find a pod and devours for your gants. mid-game objective booters.
   
Made in us
Scuttling Genestealer




Atlanta, GA

I have been running a Flyrant for the last 10 games and it's been shot down and killed 2 times. Both times by IG. Once by heavy weapons team and once by a Flyer.

It depends on who you are facing, where you put him, what is his purpose?

You have a strong field presence with lots of targets. As you march across the field, I assume the Doom will drop in on your opponent while everything else moves up. The Doom will probably only effect 2-3 units which leaves everything else to shoot at the big bugs.

If your Flyrant skirts the edges and doesn't get too close too soon, he will probably live. Don't be afraid to be aggressive with your Tervigons. I didn't say foolish, but aggressive. Lots of T6-T9 MC marching across the field is scary to almost all armies...

I keep Cataclysm on the Doom for at least one nice big shot. Some people prefer Psychic Shriek, but I like the range of Cataclysm. It allows you to reach out and touch someone with a nice big blast marker, and if you're lucky...it's Str 10 AP1. I also deepstrike 5-6 units at the same time, so there are less units aiming their guns at the Doom turn 2.

   
Made in gb
Regular Dakkanaut





Yeah i can see flyrants being bad against imperial guard. you dont have to swoop him forward though, i keep him back turn 1/2 normally near some venomthropes and have monsters in front of him, then bring the hurt in turn 2/3. i surpose you could just deepstrike him/bring on from board edge. its a little more reliable now.
   
Made in us
Scuttling Genestealer




Atlanta, GA

I only consider deep striking the Flyrant on Hammer & Anvil games where my opponent is out of its 42" threat range.

24" movement from the board edge + 18" Devourer range = 42"

I rely on shooting from the Flyrants to wreck/kill/maim a unit on the turn it arrives. Low leadership troops are a perfect choice as the Devourer causes a -1 to their leadership and can easily make a LD7-8 unit run.

   
Made in us
Longtime Dakkanaut




My only serious critique with your list is to much Biomancy. While biomancy is nice, after you get one or two units loaded with it the rest are a waste. On the other hand nids' really can't have to much OM. especially if you are running flyrants. Any non-vehicle hit by OM has to re-roll those 6's they need to hit a flyer on Snap Shots.

Telepathy is also strong with Domination and Puppet Master. Puppet Master on a Manticore will just run an IG players day.

Biomancy on a Doom is a bit of waste. It is one of the few 'nids that is better with the stock powers. If you don't go stock, then should probably take TK powers.

   
 
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