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![[Post New]](/s/i/i.gif) 2014/01/19 00:31:22
Subject: [2000] Tyranids - Alpha Warrior
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Infiltrating Broodlord
New York
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I got murdered terribly with my assault heavy list, but returned the favor when using my 2nd test list which had 3 devilfexes and tyranid primes with regen to soak up wounds. The venomthropes were super useful as support giving me shrouded. So i revised the list to maximize it a bit. The goal is to have the tyranid primes join which over units I feel will be key, likely to be the venomthrope or the carnifexes to make sure they survive longer.
2000 Pts - Tyranids Roster - Alpha Warrior
HQ:
1 Tyranid Prime, 160 pts
Rending Claws; Scything Talons; Regeneration
1 Tyranid Prime, 160 pts
Rending Claws; Scything Talons; Regeneration
Elites:
1 Venomthrope, 45 pts
1 Venomthrope, 45 pts
Troops:
6 Tyranid Warrior, 210 pts
2x Scything Talons; Adrenal Glands
6 Tyranid Warrior, 210 pts
2x Scything Talons; Adrenal Glands
5 Genestealer, 85 pts
Toxin Sacs
1 Broodlord, 60 pts
5 Genestealer, 85 pts
Toxin Sacs
1 Broodlord, 60 pts
Heavy Support:
3 Carnifex, 450 pts
2x Twin-Linked Devourer
1 Tyrannofex, 215 pts
Acid Spray; Stinger Salvo; Electroshock Grubs; Regeneration
1 Tyrannofex, 215 pts
Acid Spray; Stinger Salvo; Electroshock Grubs; Regeneration
Total Roster Cost: 2000
The original version of this list had 3 venomthropes as 1 unit which was durable but forced me to keep units together which made them bait for blasts.
Warrirors had no AG and never got to see combat, but the shrouded did improve their durability against the weapons that typically murder them.
No broodlors just 1 large squad of 15 stealers to infiltrate/outflank
Tyrannofexes had AG and TS, the adrenal glands were useful in getting them in range faster, the toxin sacs were largely useless tho
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1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts |
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![[Post New]](/s/i/i.gif) 2014/01/19 00:47:21
Subject: [2000] Tyranids - Alpha Warrior
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Sneaky Sniper Drone
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Hmm Interesting Idea ^^ having the Primes being sponges, I hadn't thought of that and it seems like a pretty solid tactic. One thing that stands out to me is your paying for alot of synapse, and then not using it at all. So the first thing I would cosider is "how can I make use of the synapse?" A few questions for ya:
How are you using the Genes/Lords, and what is the Idea behind your Heavy Support Choices? and last are you gung-ho on the Elite Troops and MC only theme or would you be willing to adapt go for a more mixed force?
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![[Post New]](/s/i/i.gif) 2014/01/19 01:45:31
Subject: [2000] Tyranids - Alpha Warrior
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Infiltrating Broodlord
New York
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The broodlords and stealers infiltrate or outflank depending on what i'm playing against. Also serving as self reliant troop choices that I can depend on to reach for objectives last minute while the enemy forces are focused on my advancing units.
I feel that the troops are just not reliable without serious synapse coverage so I opted to use troops that wouldn't need synapse or that would be synapse creatures themselves.
Warriors next to venomthropes are pretty survivable if you are already gaining a cover save from something else. They also help the forward advance of the carnifexes and tyrannofexes with whom i rush enemy lines shooting them down.
what kind of more 'mixed' force do you suggest?
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1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts |
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![[Post New]](/s/i/i.gif) 2014/01/19 05:10:12
Subject: [2000] Tyranids - Alpha Warrior
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Sneaky Sniper Drone
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I've given it some thought , and there are 3 ways you can go, either further diversify, specify, or leave it as is, evenly split between super unit CC, and ranged MC.
So I would suggest diversifying, like a hydra gaining another head, or a cake getting another tasty layer ^^, but that is largely my personal taste(food pun  ). As for options... well you could add some Infantry horde(this would be my choice), either Horma Or Terme, you already have plenty of Synapse so you can Keep them under control. You could add some elite ranged, maybe warriors with ranged,
You could Further enhance what you already have, So thats super powered CC or Monsterous Creatures with really good firepower... OR I just had a thought... Old One Eye... He's amazing CC he will need to be focused down, and he's another MC o.o that could be really good. A super CC unit, and a MC rolled into one could add another major threat for the enemy to need to kill and One Eye can be a dam tough to take down esp with a 3+ cover.
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This message was edited 1 time. Last update was at 2014/01/19 05:17:02
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![[Post New]](/s/i/i.gif) 2014/01/19 13:37:43
Subject: [2000] Tyranids - Alpha Warrior
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Ultramarine Chaplain with Hate to Spare
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I have a few questions:
Rending claws without toxin seems a waste on the Primes. If you're going to rend rerolling to wound makes a massive difference.
You've got Primes in the Warrior units but no guns which is frankly bizarre. He boosts their Bs (as the boost to WS is irrelevant) so not taking Death spitters to maximise that just seems wasteful. So I don't understand that idea at all.
With no Flyrants you're not doing any damage to your opponent til turn 3 at the earliest which means 3 shooting phases unanswered. Perhaps the Rupture cannon would be a good idea to help that.
Lastly GET AN ADL it makes a massive difference to your survivability as you walk up to the half way line in turns 1 & 2. Particularly as you have Venomthropes that's a 2+ cover for your whole army!
Not sure the stealers need toxin. It is an amazing upgrade on them but they are just a delivery system for The Horror so keep them cheap. I would advise always starting them on the board making your opponents best shooting unit snap shot and stay still can make a huge difference in the early game.
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