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![[Post New]](/s/i/i.gif) 2013/08/05 12:55:02
Subject: 2000pts Tyranids for BloodChalice Tournament
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Rough Rider with Boomstick
Wiltshire
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Ok this is I hope to take to the local BloodChalice tournament, C&C would be appreciated.
HQ
Swarmlord
- 280pts
Tyrant Guard
- 60pts
Tervigon w. +2 psychic powers, toxin sacs, adrenal glands
- 210pts
Tervigon w. +2 psychic powers
- 190pts
Tyranid Prime w. Pair of boneswords
- 90pts
Troops
10x Termagants
- 50pts
10x Termagants
- 50pts
10x Termagants
- 50pts
10x Termagants
- 50pts
Tervigon w. +2 psychic powers, toxin sacs, adrenal glands
- 210pts
Tervigon w. +2 psychic powers, toxin sacs, adrenal glands
- 210pts
Tervigon w. +2 psychic powers, toxin sacs, adrenal glands
- 210pts
Tervigon w. +2 psychic powers, toxin sacs, adrenal glands
- 210pts
Elites
The Doom of Malan'Tai w. Mycetic Spore
- 130pts
The plan is for swarmy to go with prime + guard so they all benefit from his iron-armed toughness, everything marches upfield pooping out gants as i go, and then turn two the doom comes down and wrecks face a bit, then i reach combat by turn 3 latest. Thoughts?
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Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. |
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![[Post New]](/s/i/i.gif) 2013/08/05 14:21:16
Subject: 2000pts Tyranids for BloodChalice Tournament
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Sneaky Lictor
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Well, first off majority toughness will kill your iron arm if you have the three models together. Swarmy will have to roll solo ( bad idea) or with the tyrant guard if you want it to benefit from IA.
Next, you are going to have issues with flyers. A flyer spam or even something as common as multiple heldrakes will play hell on your army.
Its lots of bodies and if you get get momma bug spawns it could be lots of troops..
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- 4500pts: Shinzon Dynasty
3000pts: Hive Fleet Empusa
- 3000pts Rampagers |
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![[Post New]](/s/i/i.gif) 2013/08/05 14:57:21
Subject: 2000pts Tyranids for BloodChalice Tournament
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Tower of Power
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Lack of ranged fire power will hold you back as you cannot deal with armour at range. A smart opponent will just target the Tervigons and if them things go they will effect multiple Termagant units as you will need to keep them close to gain benefits later on. Getting in close combat turn 3 is a bit late too, but I think it may wrong against armies which aren't so mega shooty.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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![[Post New]](/s/i/i.gif) 2013/08/05 15:16:32
Subject: 2000pts Tyranids for BloodChalice Tournament
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Tunneling Trygon
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Roci wrote:Well, first off majority toughness will kill your iron arm if you have the three models together. Swarmy will have to roll solo ( bad idea) or with the tyrant guard if you want it to benefit from IA.
Next, you are going to have issues with flyers. A flyer spam or even something as common as multiple heldrakes will play hell on your army.
Its lots of bodies and if you get get momma bug spawns it could be lots of troops..
1. This is the perfect counter to Flyer Spam... He will win every objective game against a flyer list. Second off, his Majority toughness will work fine. 5 + 6 + (7-9) means take the highest.
mercer wrote:Lack of ranged fire power will hold you back as you cannot deal with armour at range. A smart opponent will just target the Tervigons and if them things go they will effect multiple Termagant units as you will need to keep them close to gain benefits later on. Getting in close combat turn 3 is a bit late too, but I think it may wrong against armies which aren't so mega shooty.
Killing 5 Tervigons is hard. Really hard. And he can easily keep the gants more than 6+ away from the Mommas.
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This message was edited 1 time. Last update was at 2013/08/05 15:17:57
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![[Post New]](/s/i/i.gif) 2013/08/05 15:56:10
Subject: 2000pts Tyranids for BloodChalice Tournament
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Sneaky Lictor
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True, I was thinking the prime was t6... should be interesting then.
I guess he could swarm the board to keep the flyers limited in range. Would be interesting to see it played.
I play so many tau and deldar that I don't have much faith in my bugs as a swarm.. I tend to go with alpha strike lists because I can't stand on the board for 3 turns without getting obliterated.
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- 4500pts: Shinzon Dynasty
3000pts: Hive Fleet Empusa
- 3000pts Rampagers |
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![[Post New]](/s/i/i.gif) 2013/08/05 16:54:08
Subject: 2000pts Tyranids for BloodChalice Tournament
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Tunneling Trygon
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Roci wrote:True, I was thinking the prime was t6... should be interesting then.
I guess he could swarm the board to keep the flyers limited in range. Would be interesting to see it played.
I play so many tau and deldar that I don't have much faith in my bugs as a swarm.. I tend to go with alpha strike lists because I can't stand on the board for 3 turns without getting obliterated.
Against Flyers, Tervigons are so resilient it really can ignore them. With three Tervigons someone can absolutely shut down a Scythe-spam army. 5? Game over.
Yes, this list would suffer against 1. Tau gunlines (is there any other Tau?) and 2. Eldar WS spam or any shooty list. 3. Drop Pod Space Wolves would mess them up hard.
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![[Post New]](/s/i/i.gif) 2013/08/05 17:16:40
Subject: 2000pts Tyranids for BloodChalice Tournament
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Rough Rider with Boomstick
Wiltshire
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jifel wrote: Roci wrote:True, I was thinking the prime was t6... should be interesting then.
I guess he could swarm the board to keep the flyers limited in range. Would be interesting to see it played.
I play so many tau and deldar that I don't have much faith in my bugs as a swarm.. I tend to go with alpha strike lists because I can't stand on the board for 3 turns without getting obliterated.
Against Flyers, Tervigons are so resilient it really can ignore them. With three Tervigons someone can absolutely shut down a Scythe-spam army. 5? Game over.
Yes, this list would suffer against 1. Tau gunlines (is there any other Tau?) and 2. Eldar WS spam or any shooty list. 3. Drop Pod Space Wolves would mess them up hard.
Thanks for the comments guys.
I used a similar list (5 tervigons, 30 gants, doom in spod) at 1200 against Tau in the first round of the tournie, and I won. The Doom killed above average but that was balanced by me rolling 6  to save turn one on my warlord tervigon, and then 5  and a 2 for another, also turn one, then on my turn a third trevigon rolled  for spawning.
So below average rolling in one place, but above average for the Doom, which killed a riptide, 3 broadsides (and drones), a mark'o unit with marker drones, and 8 or 9 fire warriors.
So I'm not overly worried about Tau, as their low leadership is mincemeat for the Doom. I've never played against WS spam (or new eldar full stop) so any advice would be appreciated. I'm aware of the problems of wolves and especially JOTWW but my plan against them is to bubble wrap the big ones with gants so the rune priests can't get close enough.
ANy ways you think I could improve the list? I was considering taking some zoans in a spod or some biovores but I'm not sure?
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Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. |
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![[Post New]](/s/i/i.gif) 2013/08/06 13:26:10
Subject: 2000pts Tyranids for BloodChalice Tournament
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Tower of Power
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jifel wrote:
Killing 5 Tervigons is hard. Really hard. And he can easily keep the gants more than 6+ away from the Mommas.
I never said killing 5 Tervigons was easy. I said that a smart opponent would kill them first, an army with the right fire power could down two a turn and put wounds on another as long as they purely focused at the Tervigons. Seesm it would take Tyranids turn 3 to reach assault then the opponent has 2-3 turns of shooting at them, that's probably 4 Tervigons dead by that time.
Yup, can easily move 6" away from the Tervigon, but then you won't get counter-attack, toxin sacs or adrenal glands. The trick to moving them away is actually moving them away when the Tervigon is half dead. Of course this isn't always possible as a Tervigon could just die in single turn of shooting before you get chance to move them away.
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warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com
Want list feedback and advice? e-mail imperiusdominatus@live.co.uk
Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 |
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