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Made in us
Death-Dealing Ultramarine Devastator




Massachusetts

I'm looking to build a competitive tyranid list that focuses on assault. If one exists. I'm fairly new to Tyranids as a whole, so any help in forming a list would be greatly appreciated. My models I own are listed here, help me make a list. Most games are played around 1250-1750 games.

HQ
Swarmlord
Flyrant
Tyranid Prime
Tyrant Guard

Elite
4 Hive Guard
Genestealers to use as Ymgarl

Troops
60ish Termagants
40ish Hormagaunts
50ish Genestealers
2 Tervigon

Heavy
Trygon
Carnifex

I'm open to obtaining more models to fill out a list. I'm going to be obtaining 20 gargoyles soon. Help a brotha out!

Overwhelm the enemy with an unrelenting onslaught of the hive mind.  
   
Made in us
Sneaky Lictor





Being new to Tyranids I think it's important to mention that they aren't an easy 'point and click' army like Tau, Grey Knights, or Dark Eldar so there's a steep learning curve.

Don't be discouraged, however, because once you get a hang of how the army works and synergies you'll be happy with the play style (hopefully).

First, know that 6th Edition doesn't necessarily make it easy for assault based armies: Overwatch for those being charged, random charge distances, and opponents with rampant ATSKNF and/or fearless can result in an uphill battle for assault based armies.

The important thing to remember with Tyranids, especially an assault oriented list, is never send in a unit mono-e-mono with another unit. Tyranids don't work well this way. You should typically be sending 2+ units to take on another Meq unit (if you want to win combat). However, sometimes it is a smart tactic to not win combat so you stay in melee and can't get shot up.

Another important mention: There are some units that work better with others. Typical pairings are: Trygon + Raveners, Trygon + Hormagaunts, and Termagants + Tervigon. Many people actually prefer Gargoyles to Hormagaunts due to the inexpensive upgrades you can get with the Gargoyles, but again each have their uses in your army and you should define that use before you play your games. Personally, I use Gargoyles as a screen for my MCs rather than a heavy hitting assault unit.

Using you available models a sample list:

Hive Tyrant
-Wings, Dual BL-Devs
Tyranid Prime
-LW/BS, Regen, TS, Scything talons

2 Hive guard
2 Hive guard
8 Ymargl genestealers

Tervigon
-3 psychic powers, AG + TS, Cluster spines
Tervigon
-3 psychic powers, AG + TS, Cluster spines
30 Termagants
30 Termagants

20 Gargoyles
-AG, TS

Trygon

If my math serves me correctly, you should be right around 1850 points total.

With this list, you can assign your warlord to the prime and hide him in a unit of 30 gants (to protect slay the warlord), you have large units of gants that can either bubble wrap or claim objectives, you've got some CC powerhouses (in the Trygon, and if your opponent underestimates the gargoyles, and the Ymargl), the Hive guard are instrumental to opening transports for assault.

Give it a try. Remember, Tyranids aren't an easy army to play so play the same list for multiple games and opponents before you shelf it for another.
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

I have a personal rule of thumb for upgrades...as upgrades can get out of hand with bugs fast. Remember you can always do less...

25mm base - 1 upgrade
40mm base - 2 upgrades
60mm+ base - 3+ upgrades

Now its not always true...but its a good rule to go by for beginners. When you're stuff isn't to durable on a model by model basis, you need to be careful.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in nl
Brainy Zoanthrope





I wouldn't run 2x30 termagaunts broods if you only own 60,nothing left to spawn.
Cut these down to 15ish or so which gets you enough points for 20 Hormagaunts with toxin.
If assault is what you want its the best choice with what you own, a dual Devs Carnifex is a good pick if you want shooting instead.



This message was edited 1 time. Last update was at 2013/06/25 14:44:45


 
   
Made in us
Fresh-Faced New User





 ductvader wrote:
I have a personal rule of thumb for upgrades...as upgrades can get out of hand with bugs fast. Remember you can always do less...

25mm base - 1 upgrade
40mm base - 2 upgrades
60mm+ base - 3+ upgrades

Now its not always true...but its a good rule to go by for beginners. When you're stuff isn't to durable on a model by model basis, you need to be careful.


This is definitely a good guideline, with a couple small exceptions:
Gargoyles should always have both AG and TS upgrades. They're too cheap and too effective to not take.
If you have a Tervigon, give it AG/TS, but don't give any upgrades to your termagants (except maybe Devourers)
Hormagaunts are tough to use right... and their upgrades are twice as expensive as other 25mm models. But if you do it right... 30 Gaunts with Rage, AG and TS? 150 attacks on the charge with S4 4+poisoned and re-rolled 1s to hit is really really really good.
Genestealers should always have Toxin Sacs. AG is optional, but almost always unnecessary. With Strength 4 base, the ability to reroll failed wounds against pretty much any infantry (from poisoned) is extra effective on Genestealers, increasing your chance to rend. But don't count on your 'stealers too much (except Ymgarl) in 6e, the reserve/Infiltrate changes to charging on the first turn on the board totally screwed them over.
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

I like your list; but I would shave some fat off the Tervigons. I often just take Catalyst and maybe a set of scything talons.

This is counter to conventional wisdom but hear me out. One Tervigon, even in an assault list, is often going to be sitting on or near the home objective(s) while spawning. She doesn't really need anything. You second one can outflank if using Hive Commander. So she can be more pimped out; but even then Catalyst to cast FNP on herself and a set of Scything Talons for re-roll will keep her cheap to make room for more gribblies.

To each his own but my cheap ones hardly ever die and guess what? They spawn just as many gants as an expensive one. It's sort of like the old adage, 'what do they call the person who graduates medical school last...doctor." Well, my Tervigons are still called "Ah, Ahhh, AHHHHHH!!!!" by Guardsmen. ;P

Rule #1 is Look Cool.  
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 The Shrike wrote:
I like your list; but I would shave some fat off the Tervigons. I often just take Catalyst and maybe a set of scything talons.

This is counter to conventional wisdom but hear me out. One Tervigon, even in an assault list, is often going to be sitting on or near the home objective(s) while spawning. She doesn't really need anything. You second one can outflank if using Hive Commander. So she can be more pimped out; but even then Catalyst to cast FNP on herself and a set of Scything Talons for re-roll will keep her cheap to make room for more gribblies.

To each his own but my cheap ones hardly ever die and guess what? They spawn just as many gants as an expensive one. It's sort of like the old adage, 'what do they call the person who graduates medical school last...doctor." Well, my Tervigons are still called "Ah, Ahhh, AHHHHHH!!!!" by Guardsmen. ;P


Agreed...My Tervigons are alwaysn 195 points.

TS/AG Catalyst

Have never needed more and will never need more than that.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Fresh-Faced New User





Tervigons are highly flexible, that's what makes them great.
160 points base with plenty of personal and aura buffs. BUT: saying they are always more effective with fewer or no upgrades is fallacious. They are a great way to get additional 6e psyker powers if you're going for something in particular (ie. Telekine Dome for gargoyles, Endurance or Enfeeble, etc). In addition, spending 20 points to give all purchased AND spawned Termagants AG/TS is usually too good to pass up. The exception, of course, is if you have more than one Tervy and plan to have it sit on an objective.

Acid Blood, Implant Attack, Toxic Miasma, these are all typically lackluster. Regeneration is hit or miss, but I usually spend the points just for the chance my (usually only one) Tervigon can soak up more bullets. Double awesome with Endurance (FNP and IWND), but still somewhat unreliable.

One other note on Tervigons: 99% of the time, Cluster Spines are going to be more effective than the Stinger Salvo. S5 Large Blast doesn't lose much when paired with its crappy BS3.

I use Scything Talons occasionally, but does anyone ever find their Tervigons consistently in CC? Would Crushing Claws ever be useful? 25 points seems way too expensive for d3 more attacks, especially at WS3 I1... but it's a MC, so...
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

People are missing the point though with tervigons.
The idea of taking maxed powerers is to roll on bio for the chance to boost your tervigon through the roof.
Possible T9 on a monster that throws out scoring units isnt a bad thing to pass up.

While it may not make the use of some of the other powers, a tyrant really will do.
And the possibility for a S9, T9 hive tyrant really is scary for most people. (more so if its the swarmlord)

   
Made in nl
Brainy Zoanthrope






One other note on Tervigons: 99% of the time, Cluster Spines are going to be more effective than the Stinger Salvo. S5 Large Blast doesn't lose much when paired with its crappy BS3.

I use Scything Talons occasionally, but does anyone ever find their Tervigons consistently in CC? Would Crushing Claws ever be useful? 25 points seems way too expensive for d3 more attacks, especially at WS3 I1... but it's a MC, so...


The problem with cluster spines is that you usualy have gaunts around wo can get hit.
Crushing claws can be nice if you think you will be smashing alot pottentialy 6 strenght 10 hits on the charge, mine have broken open plenty a land raider that way.

This message was edited 2 times. Last update was at 2013/06/26 19:21:43


 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Amoras wrote:

One other note on Tervigons: 99% of the time, Cluster Spines are going to be more effective than the Stinger Salvo. S5 Large Blast doesn't lose much when paired with its crappy BS3.

I use Scything Talons occasionally, but does anyone ever find their Tervigons consistently in CC? Would Crushing Claws ever be useful? 25 points seems way too expensive for d3 more attacks, especially at WS3 I1... but it's a MC, so...


The problem with cluster spines is that you usualy have gaunts around wo can get hit.
Crushing claws can be nice if you think you will be smashing alot pottentialy 6 strenght 10 hits on the charge, mine have broken open plenty a land raider that way.



The issue I have with crushing claws is it means my tervigon is not being the immovable object of objective camping...unless I get haemorrage...I don't want my tervigon anywhere more than 1/3 the way up the board. I think it all comes down to play style of not only bugs...but individual units.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

I like keeping Tervigons are cheap as possible. Toxin Sacs and Catalyst (with Free Cluster Spines).

Toxin Sacs - Hard to pass up, makes the Termagants viable to bubblewrap your Tervigons and actually wound models.
Catalyst - I'd rather guarantee FNP then risk not rolling Endurance.
Cluster Spines - Template weapons scare people. Regardless if how much damage they do or not. The fact that you have template weapons is enough to effect enemy movement.

Why I don't include other upgrades:
3 Psychic Powers - Starts getting expensive - fast. Doesn't guarantee any powers you need. Although a low chance you won't get Endurance OR Iron Arm, I'd rather not risk it in a tournament. FNP is almost just as good as Endurance without the random factor.
Adrenal Glands - What does that offer? They can smash already for S10 and the gants going from S3 to S4 isn't that big. Yes, you get S4 and re-rolls if you get assaulted by enemy T4 models, but that's not their goal to cause more wounds. It's to keep the Tervigons alive. Termagants are going to die with AG or not. They are expendable. Not going to get into S4 vs. Back-Armor 10 because if you're within 6" of the Tervigon to get AG, you might as well smash the tank and bubblewrap with the gants anyway.

Why Iron Arm isn't needed:
The model standard has an incredible T6 and 6 wounds. SIX WOUNDS. That's huge. Any army is going to want to kill the Tervigons, but will they have the firepower to do 6 wounds to T6 and 5+ FNP? That's a lot of shooting for a chance to kill one. Don't forget every army usually has 2 Tervigons and... well, the rest of your army.

There is a lot of threats in the Tyranid Codex. I mean a lot. Flyrants, Dakkafexes, Hiveguard, Zoanthropes, Doom, Mawlocs, among others. How long do you think the enemy is going to aim at those Tervigons in your backfield before they get overwhelmed by the rest?

Tervigons can survive with little to no upgrades with almost no penalty. Run them at way. Save your points for models that can put pressure on the enemy. YMMV.
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

Saythings wrote:
the gants going from S3 to S4 isn't that big..


I disagree...this is how I kill light armor.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

You rely on 10 (or random spawned amount of) gants to not only travel across the board on foot, but to be within 6" of your Tervigons to kill your light infantry?

That's why you want 10-point Adrenal Glands on a model that sits on backfield/midfield objectives?
   
Made in us
Dakka Veteran





Escanaba Mi

That one fex, boy that leads to some interesting options.

I currently swear but the 2 TL Devourers spore drop. Anytime you can get a safe drop behind RA 10 normally means that vehicle is no longer in the game. Also just the 12 TL Str6 shots can do lots to small MEQ squads or just wreck low armor units.
   
 
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