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Made in us
Rampaging Carnifex





Fredericksburg, Virginia

This is a list built around the Endless Swarm and Sporefield formations.

CAD1 755 pts
- Hive Tyrant w/ wings, 2x devourers with brainleech, e.grubs
- Malanthrope
- Malanthrope
- Malanthrope
- Mucolid Spore
- Mucolid Spore
- Trygon Prime

CAD2 400 pts
- Tervigon w/ crushing claws and e. grubs
- Zoanthrope
- Zoanthrope
- Zoanthrope
- Mucolid Spore
- Mucolid Spore

Sporefield Formation 90 pts
- 3x Spore Mines
- 3x Spore Mines
- 3x Spore Mines
- 1x Mucolid Spore
- 1x Mucolid Spore
- 1x Mucolid Spore

Endless Swarm Formation 605 pts
- 3x Warriors w/ 1x Barbed Strangler, 1x Devourer and 1x Rending Claw
- 10x Hormagaunts w/ Toxin Sacs and Adrenal Glands
- 10x Hormagaunts w/ Toxin Sacs and Adrenal Glands
- 10x Hormagaunts w/ Toxin Sacs and Adrenal Glands
- 10x Termagants w/ Devourers and Toxin Sacs
- 10x Termagants w/ Devourers and Toxin Sacs

I know the amount of upgrades I put into the Endless Swarm is unorthodox but my logic behind this is that I want the swarm to be a threat to almost any target. 170 pts turns these units from tarpit into lethal killing machines that have a 50% of returning after dying (ideally thru the Trygon's tunnel). The Sporefield and Deep Striking Mucolids provide a lot of distraction for very few points. The 3 Zoanthropes provide extra synapse, extra psychic dice, and extra chances at decent powers. The Malanthropes are there to be durable spore clouds. Tervigon will hold the backfield, and use his crushing claws to kill Drop Pods if he can while spitting out termagants to grab objectives or tarpit units. Any ideas? What are your thoughts on all the upgrades in the Endless Swarm?

This message was edited 1 time. Last update was at 2016/09/27 15:11:20


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Made in us
Longtime Dakkanaut



Cheyenne WY

Nice! Though I do think you have too many upgrades...upgrades can be justified for the Endless because they can come back meaning the points might earn back. But double glands are very unlikely to do that. I'd reccomend a larger Brood with fewer upgrades. Say just Poison, or just Adrenal. Then invest extra points on support, or moar Termagants, or a cyst to drop something into the backfield..?

This message was edited 2 times. Last update was at 2016/09/29 20:12:30


The will of the hive is always the same: HUNGER 
   
Made in us
Dakka Veteran






This looks cool!
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

pinecone77 wrote:
Nice! Though I do think you have too many upgrades...upgrades can be justified for the Endless because they can come back meaning the points might earn back. But double glands are very unlikely to do that. I'd reccomend a larger Brood with fewer upgrades. Say just Poison, or just Adrenal. Then invest extra points on support, or moar Termagants, or a cyst to drop something into the backfield..?


Hmmm, I agree with your suggestion, but I don't have the models for it. However I can plan to get more. If I remove Adrenal Glands from the Hormagaunts then that will save me 60 points. With that I can add 10 Gargoyles or 6 Toxin Devgants or 7 Toxin Hormagaunts or a Troops brood of 5 Termagants and 5 Devgants (non toxin).


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Made in us
Fresh-Faced New User




I would say drop the toxin on your termas and the crushing claws on your tervigon, the former doesnt really have enough attacks to justify the points, and at broods of 10 the devilgaunts will typically get killed because of the damage and fear devilgaunts can pose, the toxin is just unnecessary. With the points saved i would bump up the hormgaunts so they stand a better chance of living long enough to pull off a assault, over watch stands the chance of just not making them a threat once they get there.

This message was edited 1 time. Last update was at 2016/10/01 01:34:03


 
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

lordtaco wrote:
I would say drop the toxin on your termas and the crushing claws on your tervigon, the former doesnt really have enough attacks to justify the points, and at broods of 10 the devilgaunts will typically get killed because of the damage and fear devilgaunts can pose, the toxin is just unnecessary. With the points saved i would bump up the hormgaunts so they stand a better chance of living long enough to pull off a assault, over watch stands the chance of just not making them a threat once they get there.


Valid points, and aligns with how I've been playing them.

However, from experience, I've found that my Devgants get 1 good round of shooting off before I'm forced to use them as a tar-pit to save my Tervigon or thropes from a superior melee attacker. Devgants typically end up forced into this job because they're the only thing I have in the backfield near the synapse. Hormagaunts have to push upfield to quiet the enemy guns but sometimes I'll backtrack with them too. Up until this list, I only gave Adrenal Glands to Hormagaunts... but they ran into the same problem as the Devgaunts. Facing T6 and T5. Gaunts almost always need 6s to wound these melee threats (Dreadknights, Wolf calvery, bikes, etc) and end up just being wounds for a meat grinder. They'll last a while because there's a lot of them (I'll include the gants from the Tervigon) but they never hurt the attacker. It ends up being a game of 'can I keep them locked until the game ends'. With Toxin Sacs they'll at least force some saves, cause casualties, and extend their chances of surviving until the end.

Either way, I'll experiment with Toxic Sacs until I find them not being useful. It seems that T5 is the new average for armies these days, and wounding on 6s means you'll just not wound.

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