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Made in gb
Stubborn Hammerer




Weston-super-mare

Hey returning to 40k now 8th is out,havent played since 6th edition. Was reading through the indexes and i always like big monsters so thought i would try nids out. Got some models and will likely proxy the rest in friendly games to get used to playing them to start with. Need as much feedback as possible before i buy the missing models.

General idea on paper is trygons pop up with termagaunts and flyrants fly up to support as like an alpha strike, while malanthrope keeps synapse on backline exocrines/hive guard.


10x Termagaunt - fleshborers
10x Termagaunt - fleshborers
10x Termagaunt - fleshborers

3x Hive Guard, 3x Impaler Cannon
3x Hive Guard, 3x Impaler Cannon

Hive Tyrant with Wings - Monstrous Rending Claws, Prehensile Pincer Tail,Two Deathspitters with slime maggots

Hive Tyrant with Wings - Monstrous Rending Claws, Prehensile Pincer Tail,Two Deathspitters with slime maggots

Malanthrope

Exocrine
Exocrine

Trygon Prime - Adrenal Glands, Bio-Electric Pulse with Containment Spines, Biostatic Rattle, Massive Scything Talons

Trygon Prime - Adrenal Glands, Bio-Electric Pulse with Containment Spines, Biostatic Rattle, Massive Scything Talons

Trygon Prime - Adrenal Glands, Bio-Electric Pulse with Containment Spines, Biostatic Rattle, Massive Scything Talons

   
Made in us
Regular Dakkanaut




I like the general idea of the list, particularly the hive guard and the exocrines. They are by far some of the most improved units.

I do have some "complaints" however. Your plan is to pseudo alphastrike your enemy but the reality is even with their 16" move, those hive tyrants are not going to get stuck into combat first turn against a good opponent. Additionally, 10 termagants do a pitiful amount of damage, so I will not even consider them part of your alphastrike, which will ultimately boil down to three trygon primes. Statistically you will get 1.5 of them into combat, with a command point and AD. I guess the question is, is that enough to make it worth it?

Additionally, what is your plan to prevent an enemy alpha strike? All of the units that you dont want moving and that are quite poor in melee are going to be completely exposed to any deepstriking units, melee or shooting(although a shooty DS will just get roasted by the exo's next turn).

Lastly, how do you plan on capping objectives? You don't want to be spreading out too far from your malanthrope in your back field, so that is limited board control, not even counting the fact that a moving exocrine is massively less effective than a stationary one. The same applies to hive guard, although to a lesser degree.

Those 30 gants will not hold an objective long if anything so much as looks at them wrong.

Overall, I will say you will do very very well against an enemy that forgot deepstrikers and their anti tank guns, particularly if you are playing KP. You will suffer against a savvy melta packing opponent particularly in objectives.

This message was edited 1 time. Last update was at 2017/08/07 00:00:07


 
   
Made in gb
Stubborn Hammerer




Weston-super-mare

Do you think it's best then to just use mawlocs instead of primes to cause a distraction and just purely go shooting? And beef up the gaunts to shield the backfield. I could swap trygons for mawlocs and add another exocrine and 20ish gaunts.

Like I said haven't played a game yet, will be playing tonight so no clue if nids can keep up with shooty gunlines thats why i wanted some cc. Thanks for the advise it makes sense.

This message was edited 1 time. Last update was at 2017/08/07 02:30:28


 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

Yeah, you might want to downgrade the Primes to regular trygons, and put some Hormagaunts, or even better some Genestealers in the Tunnels, The Termagants are best in bigger bunches as well. A Tervigon can give you some stury vackfield as she can "replenish" Termagant Broods.


That way you have your foe dealing with a large threat in his face, and the Termagants can serve as your bubble wrap, and hold posisions.

The will of the hive is always the same: HUNGER 
   
Made in us
Regular Dakkanaut




Hope you have a good game, let us know how it goes.

From my games I find it incredibly strategically advantageous to place anything important around 3-6" inches behind a layer of fleshgants to prevent melta, plasma double tap, charges, and basically anything nasty from shooting anything useful. Advancing those gants every turn allows you to keep your entire formation as you move up the board, and also does not really detriment your forces at all(they are gants who cares about their shooting).

I would be cautious about bringing a lot of infantry without a trygon prime. No synapse cover has bitten me in the ass more than once.
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

If you want a solid alpha strike with similar units, try this.

Remove a Trygon Prime and all the fleshborer Termagaunts. Add 2x units of 20 Termagaunts with devourers. Make sure you have adrenal glands on the trygons.

Now you have 120 shots with 4+ to hit and strength 4 rerolling 1s. And with 18inch range, you can reach more units and still give room for your trygon's to charge. And of course the trygon's also have shooting and provide you synapse.

I usually run 1 Trygon Prime with 20 devgaunts and it is absolutely devastating. 2 of them would be even better. You can easily erase full units of 30 infantry that is common currently in the meta.

This message was edited 1 time. Last update was at 2017/08/07 17:32:10


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