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Made in us
Longtime Dakkanaut






+++ Bombs and Bikes (Warhammer 40,000 8th Edition) [104 PL, 12CP, 2,000pts] +++

++ Outrider Detachment +1CP (Tyranids - Genestealer Cults) ++

+ No Force Org Slot +

Cult Creed: The Bladed Cog

Detachment CP

Stratagem: Grandsire's Gifts: 1 Extra Sacred Relic

+ HQ +

Jackal Alphus

+ Elites +

Sanctus: Silencer Sniper Rifle, The Gift from Beyond

+ Fast Attack +

Atalan Jackals
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Leader: Demolition Charge, Shotgun

Atalan Jackals
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Leader: Demolition Charge, Shotgun

Atalan Jackals
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Jackal: Demolition Charge, Shotgun
. Atalan Leader: Demolition Charge, Shotgun

++ Battalion Detachment +5CP (Tyranids) ++

+ No Force Org Slot +

Battle-forged CP

Detachment CP

Hive Fleet: Kronos

Stratagem: Progeny of the Hive

+ HQ +

Neurothrope: Power: Psychic Scream

Neurothrope: Power: Symbiostorm

+ Troops +

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

Ripper Swarms: 3x Ripper Swarm

+ Elites +

Hive Guard
. Adaptive Physiology: Enhanced Resistance
. 6x Hive Guard (Impaler): 6x Impaler Cannon

+ Heavy Support +

Biovores: 3x Biovore

Biovores: 3x Biovore

Biovores: 3x Biovore

++ Battalion Detachment +5CP (Tyranids) ++

+ No Force Org Slot +

Detachment CP

Hive Fleet: Kronos

+ HQ +

Malanthropes: Warlord
. Malanthrope

Neurothrope: Power: Catalyst

Tyranid Prime: Adrenal Glands, Boneswords, Deathspitter, Toxin Sacs, Xenogenic Acid

+ Troops +

Hormagaunts: 10x Hormagaunt

Hormagaunts: 10x Hormagaunt

Tyranid Warriors: Adrenal Glands
. Adaptive Physiology: Enhanced Resistance
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior (Bio-cannon): Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Boneswords, Venom Cannon

Created with BattleScribe (https://battlescribe.net)






So pretty simple; you got your super tanky warriors running up the middle flanked with horms (to soak up some mortal wounds or something for the warriors), you have them buffed with malanthrope, catalyst, and the prime, plus the ignore -2 ap physiology. you can deep strike one ripper squad and keep the other two hiding on either side of your hive guard to keep them safe from smash captain instagibbage. Your sanctus should be either high up on top of some terrain or chilling near the hive guard and ready to target enemy characters/psychers (note that if not able to completely hide your hive guard from flyers, you can put your sanctus's blip on one side of them to disallow any flyers from moving in an 18" bubble near them on the first turn). Your bikes are in reserve ready to pop up on turns 2 and 3 and utterly demolish something with their demo charges. Of course your biovores should be spread out around your backfield as well and ready to coat the field in mines.

Should be fun...........

This message was edited 1 time. Last update was at 2020/02/14 10:25:13


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Made in us
Tough Tyrant Guard






I don't think I'd bother with more than 1 squad of Jackals with Demolition Charges. They need stratagems to pull off their bombing run which means you can only have one squad unload per turn (unless you spend even more command points for Perfect Ambush to toss charges in the movement phase after arrival).

While the main creed ability isn't great, you have enough bikes that I think you could justify running the Outrider detachment as Rusted Claw. If you have a copy of the Greater Good, you could also scrounge up points for a Magus to give you access to Inevitable Decay to boost up your anti-armor game too (assuming it isn't given an errata). Rusted Claw would also open up Wolfquads to give yourself some mobile and fairly accurate Mining Laser platforms too (I'd suggest 2 squads with Wolfquads and 1 demo squad).

Other than that I agree it does look like fun!

This message was edited 2 times. Last update was at 2020/02/18 01:34:50


 
   
 
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