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Made in gb
Waaagh! Warbiker





UK

Hello all.
This is my relatively fun army list, I will be playing against imperial guard and tau.

Trygon will deep strike, as will the Doom of Malantai.

Before any one tell me about my spore mines, they are there to try and force my opponents to deploy into a more localized area...

HQ
hive tyrant 275
-wings
-hive commander
-strangle thorn cannon
tyranid prime 90
-pair of bone swords


elites
1 doom of malantai spore pod 130
2 hive guard 100


troops
15 termagaunts 75
15 termagaunts 75
24 hormagaunts 144
24 hormagaunts 144
3 warriors 120
-rending claws
-adrenal glands


heavy:
3 biovorse 135
2 biovorse 90
trygon prime 240


fast
4 spore mines 40
4 spore mines 40
4 spore mines 40

TOTAL:
1738

iam unsure of what to spend my last 12 points on.. 2 more hormagaunts is proberbly all i need...

Iam not sure if i should make one large termagant group or keep them as to 15's.
Also do you think i have enough synapse?

This message was edited 4 times. Last update was at 2013/04/24 09:36:42


Sankhkare (the dynisty of the dead)

Overlord: Soriskh (above all else)

GW= Scissors are fine, Paper is broken, Signed Rock 
   
Made in us
Judgemental Grey Knight Justicar





New Orleans

I just wonder what are the spore mines are supposed to do? Is 120 pts worth having them in the list? I'd rather Zoanthropes in a drop pod. You'll kill a lot more of the enemy.

Or since your an assault list take Venomthropes?

I would also give the Flyrant Bone sword/last whip and the twin devourers w/ BLW.

01001000 01101001 00100000 01110100 01101000 01100101 01110010 01100101 00101110  
   
Made in gb
Waaagh! Warbiker





UK

 Mythra wrote:
I just wonder what are the spore mines are supposed to do? Is 120 pts worth having them in the list? I'd rather Zoanthropes in a drop pod. You'll kill a lot more of the enemy.

Or since your an assault list take Venomthropes?

I would also give the Flyrant Bone sword/last whip and the twin devourers w/ BLW.


i do agree the spore mines might not be worth having, they are fun to mess with the enemy's deployment though.

unfortunatly i have totally forgotten to add my stranglethorn cannon in.. oops.. that explains why its points light...

Sankhkare (the dynisty of the dead)

Overlord: Soriskh (above all else)

GW= Scissors are fine, Paper is broken, Signed Rock 
   
Made in us
Lurking Gaunt




In the shadow (of the warp) of Washington D.C.

The Good: The biovore's are an outstanding choice against both of those armies. S4 ap4 large blasts against lots of t3 5+ bodies is murder. Also, with barage sniping you can target those hidden power weapons in the IG squads and the markerlights in the fire warrior units.

The DoM is also excellent, with both IG and TAU having notoriously low LD.

The OK: Hive Tyrant with wings is always a good pick. That being said, you really want him to have 2x TL devourers. You have enough large blast with the biovores. No need to take another on him.

I understand why you took the hive guard. But that being said, 2 of them isnt going to cut it for you. Your ranged-anti-tank is terribly weak in this list. I would say either cut points from somewhere else and get at least 2 more hive guard or, alternatively, drop the two you have now and figure out a way to use those points to be able to open up transports in CC.

Tyranid Prime is a great HQ for minimal points. I assume that he will be running with the warriors? If that's the case, you really want to be running ranged weapons on the warriors, as they will benefit from his increased BS more than anything else.

The Bad: You are extremely light on synapse. Only 6 models in your army have it, and 4 of those are not MCs. While at the same time you are running lots of little bugs with poor LD who, to put it bluntly, need synapse to function. This is your single biggest weakness.

The trygon is a good unit and a fun model, but by taking only one of them I can guarantee that it will be dead before you can do anything significant with it. There is enough s6+ ap2 weaponry in both tau and IG to drop it before it hits their lines. I would reconsider this choice.

Spore mines are fun, no doubt, but if you really want to mess with deployment in that way you don't need much. I would say that 2 units of 3 should be able to do what you want them to do.

Warriors die wholesale to s8 ap3. Far too fragile for their points.

Termagaunts without Tervigons is a waste, imho. Unless you are bringing 20 devilgaunts in a spod as a standalone unit, i would highly recommend taking a tervigon along for the ride.

There are three things you must never do: Never turn down free booze. Never turn down free food. And never turn down free booze.

~5,500 points ~2,500 points next?

GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in gb
Waaagh! Warbiker





UK

 Bean's Herald wrote:
The Good: The biovore's are an outstanding choice against both of those armies. S4 ap4 large blasts against lots of t3 5+ bodies is murder. Also, with barage sniping you can target those hidden power weapons in the IG squads and the markerlights in the fire warrior units.

The DoM is also excellent, with both IG and TAU having notoriously low LD.

The OK: Hive Tyrant with wings is always a good pick. That being said, you really want him to have 2x TL devourers. You have enough large blast with the biovores. No need to take another on him.

I understand why you took the hive guard. But that being said, 2 of them isnt going to cut it for you. Your ranged-anti-tank is terribly weak in this list. I would say either cut points from somewhere else and get at least 2 more hive guard or, alternatively, drop the two you have now and figure out a way to use those points to be able to open up transports in CC.

Tyranid Prime is a great HQ for minimal points. I assume that he will be running with the warriors? If that's the case, you really want to be running ranged weapons on the warriors, as they will benefit from his increased BS more than anything else.

The Bad: You are extremely light on synapse. Only 6 models in your army have it, and 4 of those are not MCs. While at the same time you are running lots of little bugs with poor LD who, to put it bluntly, need synapse to function. This is your single biggest weakness.

The trygon is a good unit and a fun model, but by taking only one of them I can guarantee that it will be dead before you can do anything significant with it. There is enough s6+ ap2 weaponry in both tau and IG to drop it before it hits their lines. I would reconsider this choice.

Spore mines are fun, no doubt, but if you really want to mess with deployment in that way you don't need much. I would say that 2 units of 3 should be able to do what you want them to do.

Warriors die wholesale to s8 ap3. Far too fragile for their points.

Termagaunts without Tervigons is a waste, imho. Unless you are bringing 20 devilgaunts in a spod as a standalone unit, i would highly recommend taking a tervigon along for the ride.



Ok, my hive tyrant dosnt have TL devourers because i like using a pyschic power a turn, and in my books more blast markers is more blastmarkers..

ranged anti tank is always going to be weak in a part none tervigon swarm list....

iam aware that iam light on synapse, but i cant see how to deal with this.

trygon will deepstrike in so it should give my opponent some cause for concern...

spore mines iam going to keep as is untill i get a few more games in with them.

Warriors sadly do die to str8 ap3 weapons.. but what dosnt for there pointscost....

Termagants are there to screen for my troops, if they do some damage great if not oh well.

Sankhkare (the dynisty of the dead)

Overlord: Soriskh (above all else)

GW= Scissors are fine, Paper is broken, Signed Rock 
   
Made in us
Boom! Leman Russ Commander





Ohio

Well for 120 pts you have those 3 warriors that will get killed easily from insta death due to s8 ap3 but for 24 more points you have 24 more hormagaunts, Where if the hormagaunts get shot by 3 missiles thats 3 dead hormagaunts, big woop here comes 21 more, or if a large blast battle cannon comes all those warriors are pretty much gone if he gets lucky and doesnt scatter, a well placed horde will lose maybe 5 or 6 and still be strong in numbers. Only problem is the gaunts need synapse.

 
   
Made in gb
Waaagh! Warbiker





UK

 tankboy145 wrote:
Well for 120 pts you have those 3 warriors that will get killed easily from insta death due to s8 ap3 but for 24 more points you have 24 more hormagaunts, Where if the hormagaunts get shot by 3 missiles thats 3 dead hormagaunts, big woop here comes 21 more, or if a large blast battle cannon comes all those warriors are pretty much gone if he gets lucky and doesnt scatter, a well placed horde will lose maybe 5 or 6 and still be strong in numbers. Only problem is the gaunts need synapse.


This is true.. but taking more hormagaunts wont fix the synapse..

Sankhkare (the dynisty of the dead)

Overlord: Soriskh (above all else)

GW= Scissors are fine, Paper is broken, Signed Rock 
   
Made in us
Boom! Leman Russ Commander





Ohio

Exactly why I said the only problem is that the guants need synapse.

 
   
Made in gb
Stalwart Strike Squad Grey Knight






No Tervigons? :S
   
Made in gb
Waaagh! Warbiker





UK

 FuzzyLogik wrote:
No Tervigons? :S


I do own a Tervigon, but i tend to roll a double on turn one or two... so for me its not that great..


Automatically Appended Next Post:
With what I own, is there a way any of you see a better 1750 point list?


Currently I own:
5 biovores
18 spore mines
50 hormagaunts
32 termagaunts
1 tervigon
1 flying hive tyrant
3 warriors
3 shrikes
1 tyranid prime
2 hive guard
1 zoan thrope or 1 doom of malantai
2 spore pods
8 genestealers
1 broodlord
1 trygon prime

This message was edited 1 time. Last update was at 2013/04/24 09:38:05


Sankhkare (the dynisty of the dead)

Overlord: Soriskh (above all else)

GW= Scissors are fine, Paper is broken, Signed Rock 
   
Made in gb
Tunneling Trygon






Against Tau and Ig they will tend to sit in their back lines and not move if you let them. As most games are objective games anyway now, just take the mid-table and don't even think about about running at their inevitable ADL and quad gun.

Spore mines can work to mess with deployment, but generally are expensive and get run over by transports.

I think you are stretching for 1,750 with the models you have and would be better at 1,500. You have a large number of models but not enough of what you really need.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in gb
Waaagh! Warbiker





UK

 ruminator wrote:
Against Tau and Ig they will tend to sit in their back lines and not move if you let them. As most games are objective games anyway now, just take the mid-table and don't even think about about running at their inevitable ADL and quad gun.

Spore mines can work to mess with deployment, but generally are expensive and get run over by transports.

I think you are stretching for 1,750 with the models you have and would be better at 1,500. You have a large number of models but not enough of what you really need.


well, thats why iam here. i have only had 8 or so games with tryranids and iv lost all but 1...

If you or anyone else can see a way to improve with out spending a vast amount of money, id happily take the advice..

Sankhkare (the dynisty of the dead)

Overlord: Soriskh (above all else)

GW= Scissors are fine, Paper is broken, Signed Rock 
   
Made in us
Lurking Gaunt




In the shadow (of the warp) of Washington D.C.

I do own a Tervigon, but i tend to roll a double on turn one or two... so for me its not that great..


With three dice, you have about a 45% chance of rolling doubles. 6^3=216 (or 6x6x6) [6 possibilities on each of 3 dice]. That's your total # of possible results on 3d6. Then take the the # of results on 3d6 wherein you do not roll doubles. That would be 6x5x4=120 possible results. 120/216=.5556 or a ~55% chance of NOT rolling doubles on 3d6.

All that being said, you are not unlucky with your single tervigon, rather, you are just about exactly par for the course. Which is why you will always see recommendations for people to take multiple tervigons, and why you see so much spam with them. With odds like that you want enough of them to give you a decent chance of continuing to spawn late into the game.

There are three things you must never do: Never turn down free booze. Never turn down free food. And never turn down free booze.

~5,500 points ~2,500 points next?

GENERATION 10: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. 
   
Made in gb
Waaagh! Warbiker





UK

 Bean's Herald wrote:
I do own a Tervigon, but i tend to roll a double on turn one or two... so for me its not that great..


With three dice, you have about a 45% chance of rolling doubles. 6^3=216 (or 6x6x6) [6 possibilities on each of 3 dice]. That's your total # of possible results on 3d6. Then take the the # of results on 3d6 wherein you do not roll doubles. That would be 6x5x4=120 possible results. 120/216=.5556 or a ~55% chance of NOT rolling doubles on 3d6.

All that being said, you are not unlucky with your single tervigon, rather, you are just about exactly par for the course. Which is why you will always see recommendations for people to take multiple tervigons, and why you see so much spam with them. With odds like that you want enough of them to give you a decent chance of continuing to spawn late into the game.



That dos make sence. down side is they spawn gants so i would need more gants...

Sankhkare (the dynisty of the dead)

Overlord: Soriskh (above all else)

GW= Scissors are fine, Paper is broken, Signed Rock 
   
Made in gb
Tunneling Trygon






jackblg wrote:
 Bean's Herald wrote:
I do own a Tervigon, but i tend to roll a double on turn one or two... so for me its not that great..


With three dice, you have about a 45% chance of rolling doubles. 6^3=216 (or 6x6x6) [6 possibilities on each of 3 dice]. That's your total # of possible results on 3d6. Then take the the # of results on 3d6 wherein you do not roll doubles. That would be 6x5x4=120 possible results. 120/216=.5556 or a ~55% chance of NOT rolling doubles on 3d6.

All that being said, you are not unlucky with your single tervigon, rather, you are just about exactly par for the course. Which is why you will always see recommendations for people to take multiple tervigons, and why you see so much spam with them. With odds like that you want enough of them to give you a decent chance of continuing to spawn late into the game.



That dos make sence. down side is they spawn gants so i would need more gants...


Use those hormogaunts as spare gants - that gives you about 80 of them - enough for about 3 tervigons!

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in us
Infiltrating Broodlord





Oklahoma City

Okay, so I can't play test this, but at 1750, you can take:

HQ
Hive Tyrant with TL brainleech devourers, hive commander and wings

Elite
7x Ymgarl genestealers
Doom in a Spod

Troops
10x Termagants
Tervigon with catalyst and toxin sacs
25x Hormagants with toxin sacs
25x Hormagants with toxin sacs

FA
3x shrikes with devourers
3x Raveners with devourers (you'd have to buy these if you wanted to field them)

HS
3x biovores
Trygon (not prime)

This is running 6 pts over but in casual games I don't think anyone will yell at you for it and I can't really see anyplace to lose 6-10 pts.
Anywho, tactics. Start with Tyrant and Shrikes swooping towards your opponents lines, have your hormies and Tervigon start running and keep the Termagants and biovores in the back field. Turn two, god help them because everything comes in. Genestealers that can charge the turn the leap from someone's cover, the Doom (nough said) the Trygon, and the Raveners all arrive, hammer them with biovores and Trygon and all that devourer goodness, charge something with your genestealers (ethereal? CCS?) keep moving your hormagants start casting psychic powers and spawning gants with the Tervigon to claim objectives and have even more bodies on the field. With all this in their face, I really doubt they'll be able to focus your running gants, even if they're in the open.
   
Made in gb
Tunneling Trygon






This is not a good list to recommend against Tau and IG. You are essentially looking to dump your whle army into 18" range as soon as possible and hope they can't kill you in a turn of shooting/overwatch. That's not a great plan with a mass of T3/T4 models. Most Tau players can knock out nearly 200 shots at that range and any half decent IG army will do as much damage from blob squads and blast templates.

3 raveners/3 shrikes/trygon have a massive footprint for deep-striking so you won't necessarily get them to land where you want to. The raveners and shrikes are also instakilled by S8 and don't have great armour. Broods of 3 just don't work. 50 hormogaunts is also very rarely an answer to anything in 6th. I don't think you have any experience of games against IG and Tau.

"We didn't underestimate them but they were a lot better than we thought."
Sir Bobby Robson 
   
Made in gb
Waaagh! Warbiker





UK

 ruminator wrote:
This is not a good list to recommend against Tau and IG. You are essentially looking to dump your whle army into 18" range as soon as possible and hope they can't kill you in a turn of shooting/overwatch. That's not a great plan with a mass of T3/T4 models. Most Tau players can knock out nearly 200 shots at that range and any half decent IG army will do as much damage from blob squads and blast templates.

3 raveners/3 shrikes/trygon have a massive footprint for deep-striking so you won't necessarily get them to land where you want to. The raveners and shrikes are also instakilled by S8 and don't have great armour. Broods of 3 just don't work. 50 hormogaunts is also very rarely an answer to anything in 6th. I don't think you have any experience of games against IG and Tau.


This is true I also looked at the same things as you.. its would be dificult for it to survive the turn it came in, SO I have had a try again...

HQ
tervigon 180
-catalyst
tyranid prime 90
-bone sword pair

Elites
2hive guard 100
8ymgal genesteales 184
1doom of malantai 130

troops
10 devourergants 100
24 hormagaunts 144
24 hormagaunts 144
6 warriors 210
-rending claws

fast attack
15 gargoyles 90

heavy
3biovores 135
1trygon prime 240

1747

If I wanted more scoring units i could put the tervigon as a troop choice.

See in my friends IG army hes taken more or less everything that has blast markers, as well as 3 LRBT.

Sankhkare (the dynisty of the dead)

Overlord: Soriskh (above all else)

GW= Scissors are fine, Paper is broken, Signed Rock 
   
Made in us
Lurking Gaunt





Not sure how this would fare against IG, but deepstriking always works well with me against Tau

Here's what I got:

Flyrant w/ Dual TL Devourers, Hive Commander, Old Adversary (roll on biomancy) = 310 points

8 Ymgarl Genestealers = 184
The DoM w/ Spod = 130 (keep codex power for anti-armor)
2 Hive Guard = 100

Termagants w/ Devourers x15 w/ Spod = 190
Termagants w/ Devourers x15 w/ Spod = 190
Tervigon w/ Toxin Sacs, Adrenal Glands, Cluster Spines, Catalyst (or roll on biomancy) = 195

Biovore x2 = 90
Biovore x2 = 90
Trygon Prime w/ Toxin Sacs = 260

Total = 1739, spend the remaining 11 points as you see fit

Note: you will need to proxy hormagaunts as termagants for this, as well as a third mycetic spore


Turn 1: The Calm Before the Storm
Okay, so basically you are going to start the game with both units of biovores, hive guard, the tervigon, and the flyrant in deep cover out of LOS
only shoot with the biovores as they have barrage and can feth up infantry without seeing them or the hive guard if they are in range (unlikely)
position the flyrant behind cover and out of LOS if possible so that he can move in fast on turn 2. that is when he will premiere!

Turn 2: Blitzkrieg!!!
Bring down the rain with reserves on a 2+! Both units of devilgants should be dropped (hopefully) in or near area terrain and send the swooping flyrant to them to benefit from Old Adversary. 90 S4 shots with Preferred Enemy could obliterate entire units of fire warriors.
Drop the Doom in the most infantry-saturated area of the battlefield for maximum soul sucking
Deepstrike the Trygon either behind cover, in area terrain, or in the heart of the battle as he will probably be your synapse relay point for the devilgants in Turn 3. Pray he survives till your next turn.
Bring out the Ymgarls and sick them on the biggest threat to your army
Advance the tervigon aggressively with the hive guard behind her giving them cover so that they can get into the shooting action
A note on spawing*** don't spawn until your tervigon is within 12"-18" of enemy infantry so that they can spawn, move, shoot, then assault in one turn without dying because you run the risk of rolling doubles every time you roll. Make them count!!!
DO AS MUCH DAMAGE THIS TURN AS POSSIBLE

Turn 3: Retribution
This is turn sucks
By this point, hopefully your enemy hasn't murdered your MCs or devilgants, as they are crucial to this list
you have just brought 6-7 threats in one turn on top of your opponent, and there is no way he or she could have killed them all
for the remainder of the game, keep your gants in area terrain as much as possible to give them cover saves, try and give them OA from your flyrant, and just play the best with what you have left. I'd say this is a fair mix of shooting and assaulting. Its also incredibly fun to see the look on your opponents face when he or she realizes how many threats just popped up out of nowhere. Longest turn 2 of your life, i guarantee you lol

Hive Fleet Hydra 3500  
   
Made in gb
Waaagh! Warbiker





UK

 Adamantium wrote:
Not sure how this would fare against IG, but deepstriking always works well with me against Tau

Here's what I got:

Flyrant w/ Dual TL Devourers, Hive Commander, Old Adversary (roll on biomancy) = 310 points

8 Ymgarl Genestealers = 184
The DoM w/ Spod = 130 (keep codex power for anti-armor)
2 Hive Guard = 100

Termagants w/ Devourers x15 w/ Spod = 190
Termagants w/ Devourers x15 w/ Spod = 190
Tervigon w/ Toxin Sacs, Adrenal Glands, Cluster Spines, Catalyst (or roll on biomancy) = 195

Biovore x2 = 90
Biovore x2 = 90
Trygon Prime w/ Toxin Sacs = 260

Total = 1739, spend the remaining 11 points as you see fit

Note: you will need to proxy hormagaunts as termagants for this, as well as a third mycetic spore


Turn 1: The Calm Before the Storm
Okay, so basically you are going to start the game with both units of biovores, hive guard, the tervigon, and the flyrant in deep cover out of LOS
only shoot with the biovores as they have barrage and can feth up infantry without seeing them or the hive guard if they are in range (unlikely)
position the flyrant behind cover and out of LOS if possible so that he can move in fast on turn 2. that is when he will premiere!

Turn 2: Blitzkrieg!!!
Bring down the rain with reserves on a 2+! Both units of devilgants should be dropped (hopefully) in or near area terrain and send the swooping flyrant to them to benefit from Old Adversary. 90 S4 shots with Preferred Enemy could obliterate entire units of fire warriors.
Drop the Doom in the most infantry-saturated area of the battlefield for maximum soul sucking
Deepstrike the Trygon either behind cover, in area terrain, or in the heart of the battle as he will probably be your synapse relay point for the devilgants in Turn 3. Pray he survives till your next turn.
Bring out the Ymgarls and sick them on the biggest threat to your army
Advance the tervigon aggressively with the hive guard behind her giving them cover so that they can get into the shooting action
A note on spawing*** don't spawn until your tervigon is within 12"-18" of enemy infantry so that they can spawn, move, shoot, then assault in one turn without dying because you run the risk of rolling doubles every time you roll. Make them count!!!
DO AS MUCH DAMAGE THIS TURN AS POSSIBLE

Turn 3: Retribution
This is turn sucks
By this point, hopefully your enemy hasn't murdered your MCs or devilgants, as they are crucial to this list
you have just brought 6-7 threats in one turn on top of your opponent, and there is no way he or she could have killed them all
for the remainder of the game, keep your gants in area terrain as much as possible to give them cover saves, try and give them OA from your flyrant, and just play the best with what you have left. I'd say this is a fair mix of shooting and assaulting. Its also incredibly fun to see the look on your opponents face when he or she realizes how many threats just popped up out of nowhere. Longest turn 2 of your life, i guarantee you lol


Thats more to my liking, if iam honest. my only fear is that i will not deepstrike everything in at the same time, apart from that minor fear it sounds strong. Iam though not sure why the trygon prime has toxic sacs or the tervigon has adrenal glands, But the rest is solid.

(is starting to regret making my hive tyrant with a lW & BS and heavy venom cannon... oh well)

Sankhkare (the dynisty of the dead)

Overlord: Soriskh (above all else)

GW= Scissors are fine, Paper is broken, Signed Rock 
   
Made in us
Lurking Gaunt





With the Hive Commander upgrade, your reserves come in on a 2+, so rolling a 1 is HIGHLY unlikely. I ran a list somewhat similar to this in a tourney and never once did everything not come in on turn 2.

It is always possible that your opponent could get the warlord trait that gives you a -1 modifier to reserve rolls, but then that puts you 3+. Big deal.

I gave the Trygon toxin sacs so if he attacks any infantry with Toughness 6 or lower, he can reroll all failed To Wounds due to the Poisoned special rule. That means he can reroll all failed To Hits and To Wounds: very nasty!

Lastly, I gave the Adrenal Glands to your Tervigon because that makes all the spawned Termagants pack just a little bigger punch when charging, allowing them to potentially damage rear armour of 10 on vehicles. Also, with the Poisoned special rule added in the mix, you can reroll all failed To Wounds on T4 and lower models for that first charge. I admit, its not the biggest deal, but with only one Tervigon, what do you have to lose?

If you dont like neither upgrades, you are more than welcomed to scrap them and use the remaining 31 points for something else.

One weakness of this list is that you are staunchly dependent on your synapse creatures for you success after turn 3 and beyond. But then again, what Nid list isn't?

and its okay about the flyrant. Make what looks cool, not what its actually upgraded. No one really cares, imho. and if they do, tell them that when a person spends $50+ on a plastic model, they can do whatever the f@ck they want with it!!!

Hive Fleet Hydra 3500  
   
Made in gb
Waaagh! Warbiker





UK

 Adamantium wrote:
With the Hive Commander upgrade, your reserves come in on a 2+, so rolling a 1 is HIGHLY unlikely. I ran a list somewhat similar to this in a tourney and never once did everything not come in on turn 2.

It is always possible that your opponent could get the warlord trait that gives you a -1 modifier to reserve rolls, but then that puts you 3+. Big deal.

I gave the Trygon toxin sacs so if he attacks any infantry with Toughness 6 or lower, he can reroll all failed To Wounds due to the Poisoned special rule. That means he can reroll all failed To Hits and To Wounds: very nasty!

Lastly, I gave the Adrenal Glands to your Tervigon because that makes all the spawned Termagants pack just a little bigger punch when charging, allowing them to potentially damage rear armour of 10 on vehicles. Also, with the Poisoned special rule added in the mix, you can reroll all failed To Wounds on T4 and lower models for that first charge. I admit, its not the biggest deal, but with only one Tervigon, what do you have to lose?

If you dont like neither upgrades, you are more than welcomed to scrap them and use the remaining 31 points for something else.

One weakness of this list is that you are staunchly dependent on your synapse creatures for you success after turn 3 and beyond. But then again, what Nid list isn't?

and its okay about the flyrant. Make what looks cool, not what its actually upgraded. No one really cares, imho. and if they do, tell them that when a person spends $50+ on a plastic model, they can do whatever the f@ck they want with it!!!


too true, then again have you ever seen 5 sanguine guard die to overwatch... yea thats my rolling talent..

syanpse is always a problem tho which i understand.

TYVM

Sankhkare (the dynisty of the dead)

Overlord: Soriskh (above all else)

GW= Scissors are fine, Paper is broken, Signed Rock 
   
 
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