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Made in us
Terrifying Wraith






Sylvania

== HQ ==
Hive Tyrant (1) - Stranglethorn Cannon, Boneswords, Acid Blood, Regeneration = 240 pts.

== Elites ==
Venomthrope (1) = 45 pts.
Venomthrope (1) = 45 pts.
Zoanthrope (1) = 50 pts.

== Troops ==
Termagant Brood (96 pts.)
Termagant (12) - Spinefists = 48 pts.
Termagant (6) - Devourer = 48 pts.
Termagant Brood (12) - Fleshborer = 48 pts.
Hormagaunt Brood (12) = 60 pts.
Hormagaunt Brood (12) = 60 pts.
Genestealer Brood (5) = 70 pts.

== Fast Attack ==
Spore Mine Cluster (3) = 15 pts.
Spore Mine Cluster (3) = 15 pts.

== Total ==
744 pts.



Considering removing some upgrades and adding a IG Sentinel, would it be worth it?

Dear old friends, remember Navarro 
   
Made in gb
Battleship Captain




 Hive Fleet Cerberus wrote:
== HQ ==
Hive Tyrant (1) - Stranglethorn Cannon, Boneswords, Acid Blood, Regeneration = 240 pts.

== Elites ==
Venomthrope (1) = 45 pts.
Venomthrope (1) = 45 pts.
Zoanthrope (1) = 50 pts.

== Troops ==
Termagant Brood (96 pts.)
Termagant (12) - Spinefists = 48 pts.
Termagant (6) - Devourer = 48 pts.
Termagant Brood (12) - Fleshborer = 48 pts.
Hormagaunt Brood (12) = 60 pts.
Hormagaunt Brood (12) = 60 pts.
Genestealer Brood (5) = 70 pts.

== Fast Attack ==
Spore Mine Cluster (3) = 15 pts.
Spore Mine Cluster (3) = 15 pts.

== Total ==
744 pts.



Considering removing some upgrades and adding a IG Sentinel, would it be worth it?


Thoughts:
~ Boneswords are a so-so buy for a monstrous creature - yes, you get the possibility of Life Drain but you were already AP2 - paying many points for an AP3 weapon seems counter-intuitive. Lashwhip and bonesword I can understand, because swiftstrike is a very nice rule, but not just a pair of swords.
~ I'd probably take an addiitonal ranged weapon on a footslogging tyrant. When you're paying 200+ points on a model with no way of moving faster than a walk, you want to be getting the maximum firepower possible. The Miasma Cannon Bio-Artefact might be worth a look.
~ Expect to see people recommend wings for the tyrant. The flexibility they give you for a relatively low cost is amazing.
~ Normally on a footslogger I'd prefer to see some tyrant guard for it to hide behind. This guy is 1/3 of your entire army; you cannot afford to have him drop, and it takes a disconcertingly low amount of firepower to bring down a lone 'fex or tyrant.
~ Two venomthropes may be overkill - even if not, two seperate broods probably are; there's no need to put a second kill point on the board as the two termagant broods will be in close proximity and they couldn't keep up with the hormagaunts if they wanted to. If you have access to Anphelion 2nd edition, you might want to consider subbing them out for a Malanthrope - same ability, tougher target.
~ The first termagant unit is very nice. Cheap bullet-catchers with twin-linked overwatch, and a devourer "submachinegun section" to provide the actual firepower. The second is just basic termagants and is worth having if expendable. I'll be honest, I'd bolt those fleshborer termagants into the other unit to bulk it up. Anything worth directing one brood at is worth hitting with everything.
~ The hormagaunts are okay. Understand that a dozen hormagaunts will not beat anyone. Their job is to tie people up for one or more shooting phases whilst the termagants get into small arms range. Note that holding their ground will require synapse coverage - and all your synapse creatures are slow. Be ready to use Dominion to keep them in line.
~ 5 stealers won't achieve much. 5 stealers with a broodlord is a nice unit, as they're cheap, infiltrating, and the horror is a superb support power, but if you've only got 5 stealers, the'll get shredded in a single turn of rapid fire. Hell, even one good burst of overwatch could cripple the squad. Either invest more in the unit to make it a credible threat, or else spend those points elsewhere.

My main concern looking at the list is anti-tank. The big weakness of tyranids compared to (say) space marines is that you have no specialist wargear; no options for meltaguns, no squad leaders to hang power fists off, no krak grenades. This means, especially with S3 gaunts, that you can have real trouble busting open even very light armour; two or three rhino or razorback transports is essentially an invulnerable wall. The only meaningful antitank you have are the spore mines (who can't get up to an especially high strength with only three) and the tyrant, who can't do much unless he gets to assault, and the Zoanthrope, and of these, only the zoanthrope can threaten anything heavy. One BS3 warp blast if you manage to manifest the power doth not a fearsome tank-killing capability provide.

Theoretically the tyrant might roll warp blast too, but do you really want to rely on that?


Termagants expended for the Hive Mind: ~2835
 
   
Made in us
Terrifying Wraith






Sylvania

With the two venomthropes, what I generally do is 2 on each side 24 inches apart, with one of the Termy squads in each ones bubble, generally with them in cover. This, I find, gives some reliable ranged combat with decent chance of not dying to fast.

The stealers, at least from what I've seen, do pretty well on objective-based games.


Dear old friends, remember Navarro 
   
 
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