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![[Post New]](/s/i/i.gif) 2013/03/24 09:14:32
Subject: tyranids 1750 "fun" army list help
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Waaagh! Warbiker
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Hi, i'am new to Warhammer 40k. My friend has a 1750 point army and has lured me into playing warhammer.
So with out further delay heres my rough list.. I tend to play against my friends currently, who both have 1750 point armys, one plays tau the other plays bloodangels.
(all criticism is welcome..)
Tyranids attemp1 1750 pts
HQ
hive tyrand 280
-twin-linked devourers with brainleech worms
-twin-linked devourers with brainleech worms
-wings
-regeneration
elites
2 zoanthropes 120
troops
trevigon 180
-catalyst
24 termagaunts 120
24 hormagaunts 192
-adrenal glands
3 tyranid warriors 120
-pair of bone swords
24 hormagaunts 192
-adrenal glands
fast attack
3 shrikes 115
17gargoyles 136
-toxic sacs
-adrenal glands
heavy attack
trygon prime265
-regeneration
total:1724
thank you.
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This message was edited 1 time. Last update was at 2013/03/24 22:17:14
Sankhkare (the dynisty of the dead)
Overlord: Soriskh (above all else)
GW= Scissors are fine, Paper is broken, Signed Rock |
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![[Post New]](/s/i/i.gif) 2013/03/24 15:14:58
Subject: Re:tyranids 1750 "fun" army list help
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Furious Fire Dragon
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I would drop Regeneration on both your Tyrant and Prime. Typically, an opponent who fears these models will decide one turn to bring everything to arms, and take him down exclusively thus making that a waste of points. It's only 1-in-6 anyway, post-wound.
I would also sacrifice the Tyranid Warriors entirely. They either need guns or transport, and even with these things are extremely susceptible to instant death due to toughness 4. Use these points to give your Tervigon another Psychic Power, as well as Adrenal Glands and Toxin Sacs to provide for your Termagaunts, and use the remaining points to add in some Hive Guard as well as melee weaponry on Shrieks and you're pretty well off.
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"We are all connected. To the Earth, Chemically. To each other, Biologically. And to the rest of the Universe, Atomically." |
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![[Post New]](/s/i/i.gif) 2013/03/24 15:40:17
Subject: Re:tyranids 1750 "fun" army list help
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Waaagh! Warbiker
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Cieged wrote:I would drop Regeneration on both your Tyrant and Prime. Typically, an opponent who fears these models will decide one turn to bring everything to arms, and take him down exclusively thus making that a waste of points. It's only 1-in-6 anyway, post-wound.
I would also sacrifice the Tyranid Warriors entirely. They either need guns or transport, and even with these things are extremely susceptible to instant death due to toughness 4. Use these points to give your Tervigon another Psychic Power, as well as Adrenal Glands and Toxin Sacs to provide for your Termagaunts, and use the remaining points to add in some Hive Guard as well as melee weaponry on Shrieks and you're pretty well off.
this sounds like good advice.
is regeneration realy not that good? it sounds useful, but i guess in practice its proberbly not worth the points.
As for the warriors.. I was thinking ether make it a group of 6 or remove them, but the problem I have with hive guard no synapse, and i think (i could be wrong) that I would need more syanpse.
the tervigon I agreee with totaly (it makes sence).
thank you for your time.
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This message was edited 1 time. Last update was at 2013/03/24 15:42:35
Sankhkare (the dynisty of the dead)
Overlord: Soriskh (above all else)
GW= Scissors are fine, Paper is broken, Signed Rock |
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![[Post New]](/s/i/i.gif) 2013/03/24 16:07:36
Subject: Re:tyranids 1750 "fun" army list help
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Furious Fire Dragon
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jackblg wrote: Cieged wrote:I would drop Regeneration on both your Tyrant and Prime. Typically, an opponent who fears these models will decide one turn to bring everything to arms, and take him down exclusively thus making that a waste of points. It's only 1-in-6 anyway, post-wound.
I would also sacrifice the Tyranid Warriors entirely. They either need guns or transport, and even with these things are extremely susceptible to instant death due to toughness 4. Use these points to give your Tervigon another Psychic Power, as well as Adrenal Glands and Toxin Sacs to provide for your Termagaunts, and use the remaining points to add in some Hive Guard as well as melee weaponry on Shrieks and you're pretty well off.
this sounds like good advice.
is regeneration realy not that good? it sounds useful, but i guess in practice its proberbly not worth the points.
As for the warriors.. I was thinking ether make it a group of 6 or remove them, but the problem I have with hive guard no synapse, and i think (i could be wrong) that I would need more syanpse.
the tervigon I agreee with totaly (it makes sence).
Well, if you're playing a newer opponent or a smaller game they pluck off wounds from your Monstrous Creatures over the course of the game yielding an opportunity for Regen to happen. But in the more serious games I've played - say against an IG parking lot - when he decides that model is dangerous and he needs to kill it now, all guns get pointed at him and he doesn't survive. Even if he did, it's with 1 wound remaining and then I get the joy of a 1-in-6 chance of 'maybe' bringing him up to 2 wounds, all for 20-30 points per model! You'll be better off in the long run funding those points elsewhere.
As far as your Synapse question, minus the warriors, you have a Tyrant, Zoanthropes, Tervigon, Shrieks, and the Trygon Prime. You're already more loaded on Synapse than I usually am in any given game, so if that's your reason for keeping the warriors don't sweat it.
Also at this point level I'd recommend two Tervigons and a Doom of Malan'tai in a Mycetic Spore, but that's my personal preference I suppose.
thank you for your time.
No problem.
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This message was edited 1 time. Last update was at 2013/03/24 16:08:41
"We are all connected. To the Earth, Chemically. To each other, Biologically. And to the rest of the Universe, Atomically." |
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![[Post New]](/s/i/i.gif) 2013/03/24 16:15:44
Subject: Re:tyranids 1750 "fun" army list help
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Waaagh! Warbiker
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Ok, thats for that.. still unsure of what to spend my to be 148 points on.. tricky..
Tyranids attempt 2 1750 pts
HQ
hive tyrant 260
-twin-linked devourers with brainleech worms
-twin-linked devourers with brainleech worms
-wings
elites
2 zoanthropes 120
troops
trevigon 180
-catalyst
12 termagaunts 60
24 hormagaunts 192
-adrenal glands
3 tyranid warriors 115 (id still like to keep 3 and maybe make them shooty instead of cc)
-barbed strangler
24 hormagaunts 192
-adrenal glands
fast attack
3 shrikes 115
17gargoyles 136
-toxic sacs
-adrenal glands
heavy attack
trygon prime240
total:1597 (short by a fair bit now..)
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Sankhkare (the dynisty of the dead)
Overlord: Soriskh (above all else)
GW= Scissors are fine, Paper is broken, Signed Rock |
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![[Post New]](/s/i/i.gif) 2013/03/24 16:19:33
Subject: Re:tyranids 1750 "fun" army list help
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Furious Fire Dragon
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jackblg wrote:Ok, thats for that.. still unsure of what to spend my to be 148 points on.. tricky..
3 Hive Guard.
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"We are all connected. To the Earth, Chemically. To each other, Biologically. And to the rest of the Universe, Atomically." |
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![[Post New]](/s/i/i.gif) 2013/03/24 16:40:03
Subject: Re:tyranids 1750 "fun" army list help
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Guard Heavy Weapon Crewman
ashburnham east sussex england
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haha nice list dude i like it but whats with the gargoyles? they look rather out of place?
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![[Post New]](/s/i/i.gif) 2013/03/24 16:44:15
Subject: Re:tyranids 1750 "fun" army list help
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Waaagh! Warbiker
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Cieged wrote:jackblg wrote:Ok, thats for that.. still unsure of what to spend my to be 148 points on.. tricky..
3 Hive Guard.
Hive Guard are costly to buy for 3 models. this is just me tho. I know where your coming though.
nickfrei1 wrote:haha nice list dude i like it but whats with the gargoyles? they look rather out of place?
the gargoyles will ether screen or be used to draw some fire away, the shrikes will follow up with them and keep them in synapse, this might make the a sacrificial squad though.
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Sankhkare (the dynisty of the dead)
Overlord: Soriskh (above all else)
GW= Scissors are fine, Paper is broken, Signed Rock |
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![[Post New]](/s/i/i.gif) 2013/03/24 18:59:59
Subject: Re:tyranids 1750 "fun" army list help
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Furious Fire Dragon
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jackblg wrote:Cieged wrote:jackblg wrote:Ok, thats for that.. still unsure of what to spend my to be 148 points on.. tricky..
3 Hive Guard.
Hive Guard are costly to buy for 3 models. this is just me tho. I know where your coming though.
Absolutely. Which is why I converted Tyranid Warriors into them. Warriors not as useful, and you probably already own a few.
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"We are all connected. To the Earth, Chemically. To each other, Biologically. And to the rest of the Universe, Atomically." |
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![[Post New]](/s/i/i.gif) 2013/03/24 19:13:50
Subject: Re:tyranids 1750 "fun" army list help
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Waaagh! Warbiker
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Cieged wrote:jackblg wrote:Cieged wrote:jackblg wrote:Ok, thats for that.. still unsure of what to spend my to be 148 points on.. tricky..
3 Hive Guard.
Hive Guard are costly to buy for 3 models. this is just me tho. I know where your coming though.
Absolutely. Which is why I converted Tyranid Warriors into them. Warriors not as useful, and you probably already own a few.
i only own my set that i converted into shrikes, as of yet i only have: 24 termagaunts, 12 hormagaunts, trevigon, trygon prime, shrikes and 17 gargoyles, oh and a lone zoanthrope. ( the rest i still have yet to buy so i can mix and match my stuff up a little)
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This message was edited 1 time. Last update was at 2013/03/24 22:18:25
Sankhkare (the dynisty of the dead)
Overlord: Soriskh (above all else)
GW= Scissors are fine, Paper is broken, Signed Rock |
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![[Post New]](/s/i/i.gif) 2013/03/28 03:08:25
Subject: Re:tyranids 1750 "fun" army list help
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Waaagh! Warbiker
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Bump
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Sankhkare (the dynisty of the dead)
Overlord: Soriskh (above all else)
GW= Scissors are fine, Paper is broken, Signed Rock |
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![[Post New]](/s/i/i.gif) 2013/03/28 05:24:41
Subject: Re:tyranids 1750 "fun" army list help
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Judgemental Grey Knight Justicar
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If you can come up with the points I almost always put Old Adversary on my Tyrant. Reroll 1s on wounds and hit at range and close combat is so good.
Especially with all the dice he rolls if you firing 2 sets of Brain Worms since they aren't twin linked. Any unit woth in 6" also gets it. It is also really good if you
get near trygon, Zoans, Hive guard, or the gargoyles.
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![[Post New]](/s/i/i.gif) 2013/03/28 11:06:49
Subject: Re:tyranids 1750 "fun" army list help
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Waaagh! Warbiker
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Mythra wrote:If you can come up with the points I almost always put Old Adversary on my Tyrant. Reroll 1s on wounds and hit at range and close combat is so good.
Especially with all the dice he rolls if you firing 2 sets of Brain Worms since they aren't twin linked. Any unit woth in 6" also gets it. It is also really good if you
get near trygon, Zoans, Hive guard, or the gargoyles.
yea i thought about it, but i decided not to tkae Old Adversary, its nice but short ranged. thats just me tho.
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Sankhkare (the dynisty of the dead)
Overlord: Soriskh (above all else)
GW= Scissors are fine, Paper is broken, Signed Rock |
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![[Post New]](/s/i/i.gif) 2013/03/28 11:33:29
Subject: Re:tyranids 1750 "fun" army list help
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Tunneling Trygon
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jackblg wrote: Mythra wrote:If you can come up with the points I almost always put Old Adversary on my Tyrant. Reroll 1s on wounds and hit at range and close combat is so good.
Especially with all the dice he rolls if you firing 2 sets of Brain Worms since they aren't twin linked. Any unit woth in 6" also gets it. It is also really good if you
get near trygon, Zoans, Hive guard, or the gargoyles.
yea i thought about it, but i decided not to tkae Old Adversary, its nice but short ranged. thats just me tho.
OA worth it on a foot tyrant but for a flyrant he gets no benefit on the TL devourers and nothing will be in his OA bubble anyway after the first turn.
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"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson |
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![[Post New]](/s/i/i.gif) 2013/03/28 12:02:27
Subject: Re:tyranids 1750 "fun" army list help
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Longtime Dakkanaut
Beaver Dam, WI
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jackblg wrote:Ok, thats for that.. still unsure of what to spend my to be 148 points on.. tricky..
Tyranids attempt 2 1750 pts
HQ
hive tyrant 260
-twin-linked devourers with brainleech worms
-twin-linked devourers with brainleech worms
-wings
elites
2 zoanthropes 120
troops
trevigon 180
-catalyst
12 termagaunts 60
24 hormagaunts 192
-adrenal glands
3 tyranid warriors 115 ( id still like to keep 3 and maybe make them shooty instead of cc)
-barbed strangler
24 hormagaunts 192
-adrenal glands
fast attack
3 shrikes 115
17gargoyles 136
-toxic sacs
-adrenal glands
heavy attack
trygon prime240
total:1597 (short by a fair bit now..)
Well you have a trygon prime to provide synapse to your fast movers... so the shrikes and tyranid warriors are expendable. However, I do have a spot for your warriors, take HIVE COMMANDER on your Hive Tyrant. That gives you +1 on your reserve rolls AND it allows you to outflank with one troop choice. So...
Hive Tyrant -2 x TL Devourers, Wings, Hive Commander 265
The only thing I added was Hive Commander. This is to give you +1 to reserve rolls and allow you to send one troop on outflank.
Elites:
2 Zoanthropes 120
1 Doom of Malantai in Mycetic Spore 130
I added the Doom. It is almost an automatic add since every enemy has to get rid of it or it will decimate troops. BTW, a good thing to do is lose your Warp Lance an Warp Blast for Telepathy spells... Take Psychic Shriek and whatever else you like. His inate power goes off and then you target one unit with psychic shriek again... 2 x 3d6 Leadership tests with death for every roll over their leadership. It has to be good.
Troop:
Tervigon:
Catalyst, Onslaught, Toxin Sacs, Adrenal Glands, Scything Talons 215
I added Adrenal and Toxin because every termagant in range benefits. I also added the 2nd psychic power. Remember you can switch these powers for Biomancy, Telepathy or Telekenisis powers... Only limit is they all have to be Warp Charge 1.
12 Termagants 60
24 Hormagaunts Adrenal Glands, Toxin Sacs 0 / 144 / 240
24 Hormagaunts Adrenal Glands, Toxin Sacs 0/ 144/24-0
These are fast and good for harassment. I have 3 costs listed... 1 is with Adrenal and Toxin - you want both because if you are equal in strength - they get to reroll to wound rolls. The second is to run them with nothing - because Adrenal and Toxin are so high priced on them, I would not want them. Finally the third cost is ZERO, I think it woud be best to dump them and go with a second Tervigon and 12 Termagants... free troops, all with free adrenal glands and toxin sacs... Much better. However if cost is an issue, stay with them.
6 Tyrannid Warriors
Rending Claws, Deathspitter. Toxin, Adrenal 310
(1 w Venom Cannon)
Because these are going to outflank, you want them to be shooty so deathspitters... Also because you probably will use this shooting to take out vehicle rear or side armor, you want a venom cannon rather than barbed strangller. Rending claws, adrenal glands and toxin sacs are assuming you want to get into HTH on your second turn.
Fast
17 Gargoyles - Adrenal, Toxin Sacs 136
Since we have the trygon prime and we want the warriors to be effective, I dropped the shrikes. Again if you take adrenal glands, you should take toxin sacs. And since the upgrade price is so cheap why not.
Heavy
1 Trygon Prime - Adrenal, Toxin 260
I added Adrenal and Toxin sacs... You want to kill stuff so why not reroll failed to wound rolls?
1491 / 1799 / 1971
First cost is with dropping the hormagaunts... but figure you go with Tervigon and 12 termagants that adds 275.
The second is with non-upgraded hormagaunts...
The third is with super hormagaunts...
Automatically Appended Next Post: Another evil thought is to lose the gargoyles for genestealers with a brood lord... do two of these...116 each (4 + broodlord) Both of these try to position themselves where ever you plan on dropping the Doom of Malantai... They both cast Doom of Despair and create a 12" -1 Ld bubble... If they overlap, it is -2 Leadership... now if they have a Ld 8 it becomes 6 then the Doom hits and rolling an average of 11, kills 5 and then does a Psychic Shriek and does another 5 damage... ouch.
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This message was edited 1 time. Last update was at 2013/03/28 12:26:24
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![[Post New]](/s/i/i.gif) 2013/03/28 12:34:51
Subject: Re:tyranids 1750 "fun" army list help
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Waaagh! Warbiker
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DAaddict wrote:jackblg wrote:Ok, thats for that.. still unsure of what to spend my to be 148 points on.. tricky..
Tyranids attempt 2 1750 pts
HQ
hive tyrant 260
-twin-linked devourers with brainleech worms
-twin-linked devourers with brainleech worms
-wings
elites
2 zoanthropes 120
troops
trevigon 180
-catalyst
12 termagaunts 60
24 hormagaunts 192
-adrenal glands
3 tyranid warriors 115 ( id still like to keep 3 and maybe make them shooty instead of cc)
-barbed strangler
24 hormagaunts 192
-adrenal glands
fast attack
3 shrikes 115
17gargoyles 136
-toxic sacs
-adrenal glands
heavy attack
trygon prime240
total:1597 (short by a fair bit now..)
Well you have a trygon prime to provide synapse to your fast movers... so the shrikes and tyranid warriors are expendable. However, I do have a spot for your warriors, take HIVE COMMANDER on your Hive Tyrant. That gives you +1 on your reserve rolls AND it allows you to outflank with one troop choice. So...
Hive Tyrant -2 x TL Devourers, Wings, Hive Commander 265
The only thing I added was Hive Commander. This is to give you +1 to reserve rolls and allow you to send one troop on outflank.
Elites:
2 Zoanthropes 120
1 Doom of Malantai in Mycetic Spore 130
I added the Doom. It is almost an automatic add since every enemy has to get rid of it or it will decimate troops. BTW, a good thing to do is lose your Warp Lance an Warp Blast for Telepathy spells... Take Psychic Shriek and whatever else you like. His inate power goes off and then you target one unit with psychic shriek again... 2 x 3d6 Leadership tests with death for every roll over their leadership. It has to be good.
Troop:
Tervigon:
Catalyst, Onslaught, Toxin Sacs, Adrenal Glands, Scything Talons 215
I added Adrenal and Toxin because every termagant in range benefits. I also added the 2nd psychic power. Remember you can switch these powers for Biomancy, Telepathy or Telekenisis powers... Only limit is they all have to be Warp Charge 1.
12 Termagants 60
24 Hormagaunts Adrenal Glands, Toxin Sacs 0 / 144 / 240
24 Hormagaunts Adrenal Glands, Toxin Sacs 0/ 144/24-0
These are fast and good for harassment. I have 3 costs listed... 1 is with Adrenal and Toxin - you want both because if you are equal in strength - they get to reroll to wound rolls. The second is to run them with nothing - because Adrenal and Toxin are so high priced on them, I would not want them. Finally the third cost is ZERO, I think it woud be best to dump them and go with a second Tervigon and 12 Termagants... free troops, all with free adrenal glands and toxin sacs... Much better. However if cost is an issue, stay with them.
6 Tyrannid Warriors
Rending Claws, Deathspitter. Toxin, Adrenal 310
(1 w Venom Cannon)
Because these are going to outflank, you want them to be shooty so deathspitters... Also because you probably will use this shooting to take out vehicle rear or side armor, you want a venom cannon rather than barbed strangller. Rending claws, adrenal glands and toxin sacs are assuming you want to get into HTH on your second turn.
Fast
17 Gargoyles - Adrenal, Toxin Sacs 136
Since we have the trygon prime and we want the warriors to be effective, I dropped the shrikes. Again if you take adrenal glands, you should take toxin sacs. And since the upgrade price is so cheap why not.
Heavy
1 Trygon Prime - Adrenal, Toxin 260
I added Adrenal and Toxin sacs... You want to kill stuff so why not reroll failed to wound rolls?
1491 / 1799 / 1971
First cost is with dropping the hormagaunts... but figure you go with Tervigon and 12 termagants that adds 275.
The second is with non-upgraded hormagaunts...
The third is with super hormagaunts...
iam not a fan of hive commander.. iam not sure why it just dosnt appeal to me.
Doom of Malantai in a spore is as far as i can tell sporadic at best, iv seen people do amazingly well with them to horridly badly. (also im bad at convertions and as theres no models for ether there kind of not on my list)
on the trevigon i agree, but at the same time the trevigon is more there for a capture unit.
the tyranid warriors i agree with, but as i have my shrikes premade im some what stuck with them for now.
unfortunately I have already made my shrikes and they are stuck fast..
my gargoyles i was planning to keep cheap so they can screen my meele based shrikes.
i have still yet to buy most of these.. but at the same time i would like too see if it would work, i presume so but as one of my friends has just bought greyknights.. i have a feeling that they will cause problems (hence the 8 genestealers and 1 brood lord)
hmm... its tricky, I decided in the end to add some genestealers instead i think it was 8 and a broodlord so i could deal with terminators better.
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Sankhkare (the dynisty of the dead)
Overlord: Soriskh (above all else)
GW= Scissors are fine, Paper is broken, Signed Rock |
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![[Post New]](/s/i/i.gif) 2013/03/28 13:22:14
Subject: tyranids 1750 "fun" army list help
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Longtime Dakkanaut
Beaver Dam, WI
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The hive commander is there to allow you to get the +1 on reinforcement rolls more than the allowing you to place a troop in outflank... It is just that outflank allows you to justify the tyranid warriors... If you don't have them, I would say get another tervigon and hormagaunts and skip the tyranid warriors...
With a +1 on reserve rolls, that gives you reinforcements on a 2+ instead of a 3+ that makes the trygon AND the Doom of Malantai almost automatic. So they will work.
The other I would implore you to do is lose the hormagaunts... Another Trygon on Flyrant would be better. Good luck! Automatically Appended Next Post: Or if you like speed, add another unit of gargyles to go with your shrikes... gargoyles are IMO more useful than any hormagaunt.
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This message was edited 1 time. Last update was at 2013/03/28 13:23:21
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![[Post New]](/s/i/i.gif) 2013/03/28 23:05:27
Subject: tyranids 1750 "fun" army list help
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Judgemental Grey Knight Justicar
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My army was designed so when I dropped in I could fly my Flyrant in to support the Zoans, 10 Terms(always put those in pod just to get lines breaker or support the drop), The Doom, and those 3 Drop pods. Old Adv.
That is 41 Rolls I could get a 1 on and that isn't even considering the Hive Tyrants BLWs and then the reroll 1s on wounding.
If I don't get Iron Arm on the Doom I have been taking Smite. It amazes how those extra couple of hits help on him. Those would reroll 1s too.
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