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Made in us
Fresh-Faced New User





So. A friend and I are attending a casual tournament at one of our local stores this Saturday. Mostly trying to get in some play-time outside of our own group, and also hoping to meet some new people. Made this list primarily based on what I have that is well-painted (or models I can finish before Saturday), but I'll go ahead and list my other models, just in case.
I'm not looking to crush the competition, obviously, but I'm certainly not going to show up without having a bit of strategy in mind.

The idea behind the list is mostly that it is Psyker-heavy, with lots of options for versatility (against anything but Eldar, at least). In addition, lots of synapse to hopefully guarantee that I won't have to deal with IB, as that has been a huge issue in 6e for my lists. The meat of the list is the Swarmlord and the Warriors/Prime, with lots of Termagants and Zoanthropes to soak up bullets, and the Venomthrope to hopefully provide some much needed cover. After seeing almost strictly shooting armies lately, I've gotten in the habit of pushing every game into the center of the board, instead of trying to hold my deployment zone while simultaneously pushing forward. Anyway, enough explanation. Oh, and obviously double FOC is allowed.

HQ:
The Swarmlord
-3x Tyrant Guard (460)

Hive Tyrant
-Wings, 2x TL Devourers (260)

Tyranid Prime
-Deathspitter, BS/LW, Regen (110)

Elite:
Hive Guard x3 (150)

Venomthrope x1 (55)

The Doom of Malan'tai
-Mycetic Spore w/ Cluster Spines (140)

Zoanthrope x2 (120)

Zoanthrope x2 (120)

Troops:
Tervigon
-AG, TS, 3 Psyker Powers, S Talons, Cluster Spines (215)

Termagants x10
-Devourers (100)

Termagants x10
-Fleshborers (50)

Tyranid Warriors x6
-5 Deathspitters, Venom Cannon (220)

(2000 total)

Now... my main consideration is dropping the vanilla Termagants and using those extra points for Old Adversary on the HT and maybe Regeneration on the Tervigon. But at this point, the model count feels like it's pretty low as it is, especially if the Tervy gets constipated on the first turn or dies early. Also, I'd have to divide up the Warrior group into two groups of three, which I'm ok with, but means one of the groups would have the crappy BS/WS. But on the off-chance the Tervigon survives a while, I want to have enough Termagants to keep putting them on the board (about 45 total, not counting the 10 Devourers).
The Zoanthropes are the real driving force - going with Codex powers against heavy mech or MEQ, but swapping out for Biomancy against MCs and hordes (IG, Nids, Orkz). The Doom is, of course, just a big distraction that may or may not do anything, but will always have to soak up some bullets, and I figure that the Cluster Spines are the best way to actually make the Spore worth its points (due to BS2).
As for other units that are fully painted... I've got a handful of Hormagaunts (30 total, 15 finished), about 40 genestealers, 2 broodlords, 1 carnifex (magnetized with all options), 1 Lictor, and 10 Gargoyles (which I don't think is enough to do anything).

Would love some feedback, even if it's just "this sucks." I've also got my IG Horde (120+ boots, 6 LRBTs, 2 Chims, 2 Vends, 1 Vulture) but as I said, I'd rather show up with a fully painted force.
   
Made in us
Furious Fire Dragon






Tzadakim wrote:

HQ:
The Swarmlord
-3x Tyrant Guard (460)


This is a heavy investment. The Swarmlord is quite powerful, and ablative wounds are indeed wise, but at 60 points per 2 wounds the trade off is awful. Most players seem successful with 2 Guard, my recommendation would be to use a single Guard to save points and utilize your 4 rolls on Biomancy for Iron Arm which is then shared by high value to the squad as opposed to being kept down by them. Utilize Line of Sight cover from some of the big guns and this should be sufficient for him.

Tzadakim wrote:
Hive Tyrant
-Wings, 2x TL Devourers (260)


Good.

Tzadakim wrote:
Tyranid Prime
-Deathspitter, BS/LW, Regen (110)


This isn't an inspiring choice. The major advantage of the Prime is that he's a cheap alternative to the Swarmlord / Flyrant, but seeing as you've fulfilled your double force organization requirements this just seems to be a toss of points. You of course can have this many HQ, but I don't think it's at the benefit of your army to do so unless you remove one of your other choices.

Tzadakim wrote:
Elite:
Hive Guard x3 (150)

Venomthrope x1 (55)

The Doom of Malan'tai
-Mycetic Spore w/ Cluster Spines (140)

Zoanthrope x2 (120)

Zoanthrope x2 (120)


I've made it my business to avoid Venomthropes, not being able to join squads makes them a terrible liability for First Blood and an easy target for a Lascannon. They're fantastic in theory, but in practice a clever opponent will bring him down first priority. If you think you can hide him then carry on, but do so with caution. Other than that, I approve of all choices.

Tzadakim wrote:
Troops:
Tervigon
-AG, TS, 3 Psyker Powers, S Talons, Cluster Spines (215)

Termagants x10
-Devourers (100)

Termagants x10
-Fleshborers (50)


If you have it, you'd be better off with a second Tervigon. If you don't then that's quite alright, but your Troop count is dangerously low for a 2000 point game. Looking over your list of owned items, I'd recommend droping the 10 Fleshborer Gaunts and bringing in 30 Hormagaunts. Mind you I'm not a huge fan of Hormagaunts, but they'll bring you more punch than the alternatives and Genestealers are far too expensive for their value sadly.

Tzadakim wrote:
Tyranid Warriors x6
-5 Deathspitters, Venom Cannon (220)


Based on what you've got, these are alright. Though I detest taking Warriors as inevitably your opponents will have weaponry strong enough to ignore your armour and simultaneously instant death you. Tread lightly with these and good luck there.

Tzadakim wrote:
...Old Adversary on the HT...


Difficult to make useful on a Flyrant. They're usually best used aggressively, and you'll have nobody in their radius of increased death yield. Unless you plan to hang back with him, this doesn't bring you much.

Tzadakim wrote:
...and maybe Regeneration on the Tervigon.


Regeneration is more useful at smaller point games. In larger ones, when the Imperial Guard / Tau player decides they want one of your Monstrous Creatures dead one turn and focus fire, there's nothing you can do and this just adds point value to your grief. I'd highly recommend Psyker Spells for more Biomancy rolls or Termagaunt buffs via her radius.

Tzadakim wrote:
But at this point, the model count feels like it's pretty low as it is, especially if the Tervy gets constipated on the first turn or dies early.


You're absolutely correct.

Tzadakim wrote:
Also, I'd have to divide up the Warrior group into two groups of three, which I'm ok with, but means one of the groups would have the crappy BS/WS. But on the off-chance the Tervigon survives a while, I want to have enough Termagants to keep putting them on the board (about 45 total, not counting the 10 Devourers).


A bit of a dealers choice on this one. They fear the high strength weaponry which isn't likely to over-kill anyway, but their weapons aren't worthy enough to truly be afraid of losing the Prime bonus.

Tzadakim wrote:
The Zoanthropes are the real driving force - going with Codex powers against heavy mech or MEQ, but swapping out for Biomancy against MCs and hordes (IG, Nids, Orkz). The Doom is, of course, just a big distraction that may or may not do anything, but will always have to soak up some bullets, and I figure that the Cluster Spines are the best way to actually make the Spore worth its points (due to BS2).


Zoanthropes are quite good. I would warn that on foot their Codex power is a bit limited in range but other than that it's a very solid tactic. Consider Biomancy swaps for them -- getting extra Enfeebles / Endurances can be game changing.

Tzadakim wrote:
As for other units that are fully painted... I've got a handful of Hormagaunts (30 total, 15 finished), about 40 genestealers, 2 broodlords, 1 carnifex (magnetized with all options), 1 Lictor, and 10 Gargoyles (which I don't think is enough to do anything).


A DakkaFex would be a solid addition. Gargoyles are superb, but you're right in that your body count is too low at this point level. Hope that helps.

"We are all connected. To the Earth, Chemically. To each other, Biologically. And to the rest of the Universe, Atomically." 
   
Made in us
Fresh-Faced New User





Cieged wrote:This is a heavy investment. The Swarmlord is quite powerful, and ablative wounds are indeed wise, but at 60 points per 2 wounds the trade off is awful. Most players seem successful with 2 Guard, my recommendation would be to use a single Guard to save points and utilize your 4 rolls on Biomancy for Iron Arm which is then shared by high value to the squad as opposed to being kept down by them. Utilize Line of Sight cover from some of the big guns and this should be sufficient for him.

Indeed, I was thinking the same thing, considering it is nearly a full quarter of my list. It's been suggested to me in the past that (and this might be strange) the ideal setup in 6e for SL is one Guard and one Prime... a HUGE problem I've had in the past is SL getting picked out for challenges, then having his expensive Guard just sit there and watch him get pounded by a DP with Iron Arm or something equally awful. But at the same time, the Prime would have to either accept challenges (if it's the enemy's turn) or SL could be kept out of the fight if I deny. Seems like it's just a bad situation. Going to try to rebuild with the one Guard and see where that leaves things.

Cieged wrote:I've made it my business to avoid Venomthropes, not being able to join squads makes them a terrible liability for First Blood and an easy target for a Lascannon. They're fantastic in theory, but in practice a clever opponent will bring him down first priority. If you think you can hide him then carry on, but do so with caution. Other than that, I approve of all choices.

Totally understand, but my main problem is I have no idea how saturated the boards will be - this is my first time playing at this shop. I figured mobile cover would be helpful no matter what, and I could maybe even block line of sight with the Tervigon. It's a long shot, but I'm doing some playtesting on it tonight. If it's not working out, I'll drop it.

Cieged wrote:If you have it, you'd be better off with a second Tervigon. If you don't then that's quite alright, but your Troop count is dangerously low for a 2000 point game. Looking over your list of owned items, I'd recommend droping the 10 Fleshborer Gaunts and bringing in 30 Hormagaunts. Mind you I'm not a huge fan of Hormagaunts, but they'll bring you more punch than the alternatives and Genestealers are far too expensive for their value sadly.

Yeah... second Tervigon is my next investment. Sadly, the nids have been kind of neglected since 6e came out. I was a bit dismayed after finding out that my ridiculous investment in Genestealers is now a total waste from a competitive point of view. I forgot to add that I also have 10 Y-stealers (the rainbow brood!). Not troops, of course, but might find a home if I end up dropping the Prime, Guard and Venomthrope.
I'll try out the swarm of Hormagaunts tonight in a game.

Cieged wrote:A DakkaFex would be a solid addition.

Crushing Claws, Bio-Plasma and TL Devourers? That's typically the only way I run the 'fex, it's just soooo expensive, and usually dies an embarrassing death if it's footslogging. I'll try it out with the hormagaunts tonight.

Cieged, thanks so much for your suggestions. I'll work on an alternative list and edit my original post a little later.
   
Made in us
Sneaky Lictor





I like your list...all except the Warriors. Do you have any biovores? You could place 5 of them in place of your Warriors and have some great T1 shooting action.
   
Made in us
Fresh-Faced New User





roxor08 wrote:
I like your list...all except the Warriors. Do you have any biovores? You could place 5 of them in place of your Warriors and have some great T1 shooting action.


No... I proxied Biovores a bunch back in 5th, but I could never get them to work. Maybe they deserve another look.

Why the Warrior hate? Maybe it's just my group meta, but they have consistently been one of my most effective units. And the prime makes it easier to keep them alive (T5 up front with regen for Lascannons, etc). And in an Endurance from a Zoey and they're kinda broken. What am I missing about them? I guess I'll find out Saturday.
   
Made in us
Furious Fire Dragon






Tzadakim wrote:
Cieged wrote:This is a heavy investment. The Swarmlord is quite powerful, and ablative wounds are indeed wise, but at 60 points per 2 wounds the trade off is awful. Most players seem successful with 2 Guard, my recommendation would be to use a single Guard to save points and utilize your 4 rolls on Biomancy for Iron Arm which is then shared by high value to the squad as opposed to being kept down by them. Utilize Line of Sight cover from some of the big guns and this should be sufficient for him.

Indeed, I was thinking the same thing, considering it is nearly a full quarter of my list. It's been suggested to me in the past that (and this might be strange) the ideal setup in 6e for SL is one Guard and one Prime... a HUGE problem I've had in the past is SL getting picked out for challenges, then having his expensive Guard just sit there and watch him get pounded by a DP with Iron Arm or something equally awful. But at the same time, the Prime would have to either accept challenges (if it's the enemy's turn) or SL could be kept out of the fight if I deny. Seems like it's just a bad situation. Going to try to rebuild with the one Guard and see where that leaves things.


This definitely is a functional idea, but I'd say stop and consider whom the Swarmlord can not kill in melee. It's a tiny list. Where as paying those ~110 points for the Prime is a sizable investment just to pander to that concern. Unless you think it's guaranteed to happen, I would reconsider.

Tzadakim wrote:
Cieged wrote:I've made it my business to avoid Venomthropes, not being able to join squads makes them a terrible liability for First Blood and an easy target for a Lascannon. They're fantastic in theory, but in practice a clever opponent will bring him down first priority. If you think you can hide him then carry on, but do so with caution. Other than that, I approve of all choices.

Totally understand, but my main problem is I have no idea how saturated the boards will be - this is my first time playing at this shop. I figured mobile cover would be helpful no matter what, and I could maybe even block line of sight with the Tervigon. It's a long shot, but I'm doing some playtesting on it tonight. If it's not working out, I'll drop it.


Understandable. I've seen players use Tervigons to body block Venomthropes and it can certainly work against a parking lot Tau or IG. Though, if you meet up against say a SW player with Long Fangs littered everywhere you'll be out of luck. Either way it's a decent shot if you intend on keeping the Venom in play.

Tzadakim wrote:
Cieged wrote:If you have it, you'd be better off with a second Tervigon. If you don't then that's quite alright, but your Troop count is dangerously low for a 2000 point game. Looking over your list of owned items, I'd recommend droping the 10 Fleshborer Gaunts and bringing in 30 Hormagaunts. Mind you I'm not a huge fan of Hormagaunts, but they'll bring you more punch than the alternatives and Genestealers are far too expensive for their value sadly.

Yeah... second Tervigon is my next investment. Sadly, the nids have been kind of neglected since 6e came out. I was a bit dismayed after finding out that my ridiculous investment in Genestealers is now a total waste from a competitive point of view. I forgot to add that I also have 10 Y-stealers (the rainbow brood!). Not troops, of course, but might find a home if I end up dropping the Prime, Guard and Venomthrope.
I'll try out the swarm of Hormagaunts tonight in a game.


I understand you there, I have some odd 40 myself that see no play what-so-ever. Ymgarls aren't bad, they are one of the few remaining whom can deep strike in a way and assault upon turn of arrival. The one caveat there is that you need a squad low enough in size not to get snuffed by a clever player on your entry and choosing terrain as aggressively as you can without being suicidal. It's harder than you'd think, but if you pull it off Ymgarls are positively fantastic.

Tzadakim wrote:
Cieged wrote:A DakkaFex would be a solid addition.

Crushing Claws, Bio-Plasma and TL Devourers? That's typically the only way I run the 'fex, it's just soooo expensive, and usually dies an embarrassing death if it's footslogging. I'll try it out with the hormagaunts tonight.


No no, not Crushing or Plasma, just double Twin-Linked Devourers. It's the only viable setup for the Carnifex, and it still clocks in at 190 points which is a heavy pill. It's not ideal, but I've seen successful lists with 3x Mycetic Spore DakkaFex. The shooting is intense and their durability is decent. I'd still recommend Mawlocs and Biovores over them for the Heavy slots, but they're not a bad choice.

Tzadakim wrote:
Cieged, thanks so much for your suggestions. I'll work on an alternative list and edit my original post a little later.


No problem. It can be difficult to make Tyranids viable, but it's quite doable. If it's any endorsement, I've gotten three second placements in the last few months at local tournaments. Abuse those Biomancy powers!

"We are all connected. To the Earth, Chemically. To each other, Biologically. And to the rest of the Universe, Atomically." 
   
 
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