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Made in hr
Slippery Ultramarine Scout Biker






So this is my first tournament list ever, and I would like some advice from experienced players to tell me if this list would do any good?

Feedback very welcome, thanks!

HQ

1)Hive tyrant 255
hive commander
regeneration
armored shell
lashwihp/bonesword
s/talons

-2x Tyrant guard 130
lash whips

TROOPS

1)Tervigon 175
catalyst
dominion

2)Tervigon 175
catalyst
dominion

3)10x termagants 50

4)10x termagants 50

HEAVY

1)Trygon 200

2)Mawloc 195
regeneration

ELITE

1)10x Ymagrl genestealers 230

2)2x Zoanthropes 160
mycetic spore

3)Doom of malan'tai 130
mycetic spore

TOTAL 1750


Strategy: Slowly advance with main force: hive tyrant, tyrant guards, tervigons (maybe capping objectives with spawned gants), and the rest of the gants, while the remaining force is distrupting the enemy behind lines and ruining his plans, maybe softening the enemy before the Hive tyrant moves in to finish them off.

So what do you think?

This message was edited 1 time. Last update was at 2012/09/12 01:37:32


- ltramarine 2nd Company - 4000pts
- Tyranids - 1000pts
- Orkz - 2000pts
- Tau - 1000pts 
   
Made in ca
Regular Dakkanaut




Flyrants are the way to go now that they get skyfire. Two of them with double devourers with brainleech. I would drop the stealers for the second HT. I also perfer hive guard over Zoans but most Nid players are divided on that choice. Troops and Doom look good.
   
Made in us
Elite Tyranid Warrior






I 2nd the Flyrant. It is going to be your best Anti-Flyer option and it's speed will allow it to take care of long-range threats. I might also suggest Outflanking one of the Tervigons. It will allow you to pull a pincer move on your opponent and cause some chaos.

Other than that, I like the idea of the army. With Hive Command, everything is pretty much coming in on turn 2. So your opponent shoots at whats on the board doing some damage and then turn 2 hits and you are everywhere! Ymagrl poppin' up making buildings unsafe, Mawloc blowing up fools, Doom eatin' souls, Outflanked Tervigon cutting off escape. Oh the noms that will be had that day

Canifex Quote: I love Rhinos. They are crunchy on the outside, and soft and chewy on the inside.

- 3300 painted 
   
Made in ca
Lurking Gaunt





Canada

I believe you need to choose a wep for spore, making DoOM 140 pts minimum. I also vote for 2x flyrant w/ 2x til dev bl. I also find termagants with devourer far superior - you can use spawned gants to camp objectives. Zoes I am so/so with, but I'd much rather bribing guard.


Automatically Appended Next Post:
Also, put mawloc on table turn 1 and burrow to insure he comes in turn 2...

This message was edited 1 time. Last update was at 2012/09/12 13:26:25





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Made in hr
Slippery Ultramarine Scout Biker






If I put a flyrant I have to change the whole tactic, meaning I have to take shrikes to support it, in this cinfiguration hive tyrant is there for the late game while I fight with other stuff earlier ...

Thanks for the mawlock tip xD haven't considered that before hehe!

Aand i don't own another hive tyrant... And still need to buy another trygon to fill this list...

What do you think about regeneration on those monsters?
Maybe switch regen for weapons on spore mines?

This message was edited 1 time. Last update was at 2012/09/12 13:42:38


- ltramarine 2nd Company - 4000pts
- Tyranids - 1000pts
- Orkz - 2000pts
- Tau - 1000pts 
   
Made in lt
Brainy Zoanthrope






put guns on micetic spores, Large blast cluster spines fit best in my expirience.
strip lash whips from guard, they will be shot dead long before cc.
I would also drop mawloc for extra zoanthrope; and probably 2x2 BL devourers on tyrant (mathhammer any av11 vcl in one go).
tyrant doesnt really need hive comander unles you play reserve-heavy, and this list doesnt, so save points.
Obviously you plan to swap all powers for biomancy, right?

 Crimson Devil wrote:
7th edition 40k is a lot like BDSM these days. Only play with people you know and develop a safe word for when things get too intense. And It doesn't hurt to be a sadist or masochist as well.

5000pts
2000pts
7000pts
 
   
Made in gb
Regular Dakkanaut





Duo-flyrant or single would be a great replacement.
I don't really like the elites. Doom in pod is fine. rest i would scrap for 3x hive guard or nothing.
Troops. - Consider 2x10 devilguants in pod. tervi's are good.
Heavies - go duo-trygon. nothing brings more pain to the table like a second trygon. drop mawloc.

To sumarise
Dakka flyrant
doom in pod
2x10 devilguants - pod
2x tervigon - cat
2x trygon.
still like 330 points to play with.
   
Made in hr
Slippery Ultramarine Scout Biker






Tested this list against Chaos today... Man you guys were right...

1. Flyrant is a must... i didn't play much 6th edition games so am catching the rules still... His flying monsters were dominating!! I mean 24'' move, you cant assault it, you can barely shoot it, and the next turn it assaults you in your face!
So now when i really know the power of flyrants, am gonna take 2!

2. Mawlock is very bad! I usually take trygon, but in this list i wanted to see how mawlock works... and he's not worth it... managed to kill 2 terminators on his arrival, than got torn to peaces... WS 3, yea right...

3. Ymargl's really aren't that good... I mean they still need to assault through cover... Kills their best shot, high initiative... Gonna switch them for shrikes prolly...

4. Gonna take Hive guard, drop Zoanthropes...,

5. Doom good as always ^^


His list was something like
HQ - deamon prince with lash of submission
Troops - 2x normal squads in rhinos
Elite - 5x terminators
Heavy- 2x defilers, vindicator
Allies - 5x bloodletters and that huge beast of a chaos deamon...


He managed to get a draw even tho I was leading in turn 5, it was a good good game...

This message was edited 3 times. Last update was at 2012/09/13 23:18:11


- ltramarine 2nd Company - 4000pts
- Tyranids - 1000pts
- Orkz - 2000pts
- Tau - 1000pts 
   
Made in us
Brainy Zoanthrope





Northern Colorado

hive guard

   
Made in gb
Huge Hierodule





The centre of a massive brood chamber, heaving and pulsating.

Beef up the Termagaunt broods. If your Tervigons run out of larvae on turn 1, with only 20 gaunts you're screwed.

Squigsquasher, resident ban magnet, White Knight, and general fethwit.
 buddha wrote:
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Made in gb
Tunneling Trygon






 Squigsquasher wrote:
Beef up the Termagaunt broods. If your Tervigons run out of larvae on turn 1, with only 20 gaunts you're screwed.


I often poop out if I only run a single tervigon, but with 2 I can't recall one not going until at least T3. I would never send the tervigons out plain though. I always give them AG and TS for the termagants if not themselves. Making the gants S4 on the charge means they are a threat to vehicles and always wounding on a 4 makes them useful in CC. I find 5 pts on scything talons is often worthwhile as well.

If you don't go flyrants then you do still need some anti-flyer shooting. Hive guard (at a push) and anything with TL devourers (eg the foot tyrant) are reasonable. For psychic powers the obscorum mechanicum (or whatever it's called - don't have rulebook with me) seems to still be a good anti-flyer attack.

The threat of ymgarls in your opponent's mind is often greater than their actual results on the table. As such, if you keep them, you can trim the brood down a little. I think that if you keep the foot tyrant then a brood of hive guard to accompany him across the board and the tyrant with TL devourers would be better.

Dual trygon always works for me. I do like them with TS though - 2+ rerollable to wound FTW!

"We didn't underestimate them but they were a lot better than we thought."
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