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Made in us
Frightening Flamer of Tzeentch




PNW

Ground Force

Swarmlord
Tyrant Guard (3) w/ Toxin sacs, Lash whip and boneswords

Zoanthrope Brood (1)
Zoanthrope Brood (1)

Hormagaunts (18)
Hormagaunts (18)
Ripper Swarm (6)


Pod Assault

Tyranid Prime w/ McoT, Lash whip and bonesword, Toxin sacs, flesh hooks
Tyranid Warriors (5) w/ Scything talons (5), Lash whip and bonesword (3)/Rending claws (2), Toxin sacs, flesh hooks
Tyrannocyte w/ barbed strangers

Pyrovores (3)
Tyrannocyte w/ barbed strangers

Termagants (20) w/ Devourers (15), Fleshborers (5)
Tyrannocyte w/ barbed strangers

Not to expect the Tyrannocytes to arrives on turn 2 (even with the benefit conferred by the Swarmlord) but the Ground Force will hopefully be at least half-way across the table at least by the time the pods arrive. The pods will either drop nearby Synapse or not depending on the risk and benefit.

This message was edited 1 time. Last update was at 2014/11/16 19:51:12


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





How do you expect to hurt a mech list? You've piles of AI with 15 large blasts, 36 Hormagaunts, combat warriors, devourers and 3 Heavy Flamers.

But you've nothing to hurt Mech except in combat and even then it is limited to 2 units realistically. You need ALOT more AT firepower if you want to even have a chance in games. At moment a couple of flyers effectively auto beats you as you can't hurt them at all.

As for the Specifics:

Swarmlord is overcosted a Dakka Flyrant is cheaper and better. It also means you don't have over 400 points tied up in 1 slow moving combat unit.

Hormagaunts are a bit meh and I don't really see them doing anything beyond giving your opponent something easy to kill whilst he waits for the pods to arrive. Rippers are worse, Mucolids are the go to Deep Striking troops choice these days.

Putting the Prime with CC warriors is a waste. His main function is to grant Bs4 (as Ws5->Ws6 makes no difference against 95% of what you fight) yet they've not got a single shot between them. Also Deepstriking is generally best for short ranged firepower units (like in the rest of your Spods) rather than CC units as it delivers you where you can do kost damage.

Pyrovores in a Spod are quite good. I'd probably go with Venom Cannons on their spod as they can cover AI and the Spod can help against light to medium mech.

Devilgaunts are also great in a Tyrannocyte.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

Not much to add, I don't like to hate, but Swarmy is real hard to justify, and three upgraded Guards make it even harder to justify. The +1 is really nice, but a comms relay might be a cheaper way...

I actually Like Hormagaunts, but you might want to trim some down, and lose some Rippers so you can add a Venothrope, a Walking list really needs Shrouding.... And even a flier strong list needs it for anti-Alpha protection.

I'm guessing the Flesh hooks are your shooting for the Warriors. I am not opposed to a Warrior+ Prime Pod assault, but you might want Adrenals to insure the charge arrives. Toxic used to be a "go to" for me, but it took a nurf in 7Th...

Overall though it looks like a fun list, it just might benefit from a few tweaks here and there...

This message was edited 2 times. Last update was at 2014/11/16 20:39:08


The will of the hive is always the same: HUNGER 
   
Made in us
Frightening Flamer of Tzeentch




PNW

There is some capability to handle vehicles (or even high Toughness MCs) and I don't expect this to be a direct counter to heavy mech or flyers.

The Swarmlord isn't only taken for the +1 to Reserves, more like an added bonus. He's taken with his Guard to butcher deathstar things (and act as a herder for the Gaunts).

Venomthropes are useful, but I choose not to hide one in cover just to let fodder Gaunts die 'slightly' slower. If Venomthropes are commonly taken in most meta builds and thereby countered by use of 'Ignores Cover' weapons, I would prefer not to waste points in false comforts.

Mucolids seem to be great on paper, but I think more playtesting will be needed to determine how viable they are at successfully hitting their targets and not being shot to pieces as a pseudo-priority target (and thereby also attracting firepower from other things). I feel Sporocysts would be needed for a dedicated ground army to provide Synapse boost AND anti-flyer capability.

 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





I'm not saying you need to be a direct counter to armour. But you have literally no way to hurt Serpent Spam, however beyond that any mechanised list be it Rhinos, Knights, Cronair, Cron AV13 spam, Ork trukk or BW lists, guard parking lots, heck even mech DEldar.

I don't know about your meta but heavily mechanised lists are very prevalent in most competitive metas the main un-mechanised lists being other Nids and Tau (the later really hurts you and any footslogging or spod list). You need to get ALOT more AT into the list if want a chance of winning any games against competent opposition.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
 
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