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Made in us
Fresh-Faced New User




(Faction) (Tyranids) [112 PL, 1,803pts] ++

Hive Fleet: Hydra

+ HQ +

Hive Tyrant [11 PL, 219pts]: Monstrous Scything Talons, Power: Psychic Scream, Two Devourers with Brainleech Worms, Wings

Neurothrope [4 PL, 90pts]Power: Catalyst

The Swarmlord [15 PL, 250pts]: Power: Onslaught, Warlord Trait: Endless Regeneration

+ Troops +

Genestealers [16 PL, 192pts]: 4x Acid Maw
. 16x Genestealer: 16x Rending Claws

Hormagaunts [9 PL, 150pts]: 30x Hormagaunt

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

Termagants [3 PL, 40pts]
. 10x Termagant (Fleshborer)

+ Elites +

Tyrant Guard [7 PL, 111pts]
. Tyrant Guard: Rending Claws, Scything Talons
. Tyrant Guard: Rending Claws, Scything Talons
. Tyrant Guard: Rending Claws, Scything Talons

+ Heavy Support +

Carnifexes [6 PL, 82pts]
. Carnifex: 2x Monstrous Scything Talons

Exocrine [11 PL, 170pts]

Trygon Prime [10 PL, 178pts]: 3x Massive Scything Talons, Biostatic Rattle

Tyrannofex [11 PL, 184pts]: Acid Spray, Stinger Salvo

+ Fortification +

Sporocyst [7 PL, 104pts]: 5x Deathspitter

++ Total: [112 PL, 1,803pts] ++

I was thinking this list could be fun to play. Hoping to sit around the middle core group, able to win but not looking to Min/Max. A bit of a breakdown of how it plays....

Turn 1 Sporocyst is there to absorb fire. He'll be place ahead of the army. If the enemy goes first, it's basically a 104 point distraction, 12 wounds T6 4+ which is about worth 20 Hormagaunts. The enemy is going to shoot something, and I'd prefer it be this thing, because then more valuable things will push through. Why would the enemy shoot this thing? Well simple, the longer this thing is on the field, the more valuable it becomes. Each turn it spawns 3 wounds more of monsters in their own unit. Models that do mortal wounds, bypassing all saves. If an enemy is within 9 inches of it, it'll spawn 6 wounds of monsters each turn. On top of that, it can shoot 15 shots each turn at sadly BS5. It's basically a Zoanthrope unit, that can also shoot, with the added psychological effect of having units approaching your units for the same price, but without the invuln save. I think that's threatening enough to draw the enemy fire.

The Trygon Prime, Genestealers and Ripper Swarm will be in reserve.

The Flying Tyrant is another target that is there to draw enemy fire and kill enemy flyers. Flyrant is a very hard unit to kill and takes a lot of shots to do so unless you have some bad luck. Between the Flyrant and the Sporocyst I don't think you'll lose much if you don't go first. The goal is the position the Flyrant on turn 1 in an area where Psychic scream and Smite will hit useful targets, as close to the far edge of the map as it can go. If the enemy has a flyer, or a vehicle that's exposed, it will charge it with his claws.

The Swarmlord will slingshot the Hormagaunts turn 1 down the road, hoping for a turn 1 charge. The purpose of the hormagaunts is to tie up as many enemies as they can. If there is a scout up front, charge them and murder them, then pile in and consolidate into as many units as it can. 30 Wounds is a lot to eat through, especially if they receive catalyst. They aren't really there to kill, only able to really kill scouts or bubblewraps, they are there to keep the enemy in their deployment zone to leave the map open for point capture.

The Swarmlord, Tyrant Guard, Tyrannofex, and Carnifex will move down the map.

The Termagants will stay back for objectives with the Neurothrope for Synapse and Exocrine to fire.

Turn 2 comes around, deep strike the Trygon in with your Genestealers. Slingshot the Tyrannofex within Acid Spray range, preferably so it doesn't have to move so it can fire twice next round behind the Hormagaunt swarm. Keep Ripper Swarms in reserves for objectives.

Now here comes the fun part, only 1803 points have been spent. Which means using the Hydra Fleet stratagem, you can bring back a unit of Genestealers, Hormagaunts, or Tyrant Guard that may have died and place them near the edge of the map. The Tyrant Guard work on anything with the Hive Tyrant keyword, which means if they took them out trying to get to your Swarmlord, you can bring them back for your Flyrant which was attempting to be near the enemies back line. Genestealers are your killers, so if they died it's always nice to have more. Bringing the entire unit of 30 Hormagaunts back in the back of the enemies field is really nice as well. It makes it difficult for the enemy to pick a target and when the enemies have decisions, they make mistakes. In addition to that, the extremely hard to kill Swarmlord also recovers each received wound on a 6 at the end of each turn.

Would love to hear your thoughts.


This message was edited 1 time. Last update was at 2019/09/25 23:57:42


 
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

I'll leave deeper discussion of the list to others, and just point out the rules error.
The swarmlord cannot take the Endless Regeneration warlord trait. As a named character he has a fixed warlord trait, specified at the bottom of page 125 of the codex. In his case it's Alien Cunning (which is kind of a bad trait unfortunately).

So if you make the swarmlord your warlord, you are forced to take that trait. You're usually better off making some other non-named character your warlord. The Neurothrope isn't a bad idea, since it has character protection.


On another note, you haven't specified how this is broken up into detachments. The easiest way to do so without making any changes would be a Battalion + a Spearhead + a Fortification Network.

This message was edited 2 times. Last update was at 2019/09/26 05:28:05


 
   
 
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