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![[Post New]](/s/i/i.gif) 2013/10/23 18:26:54
Subject: Evaluate my lists - 2000 pts Tyranids
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Infiltrating Broodlord
New York
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Please rate the following lists on a scale of 1 to 10. With 1 being "friendly games only" and 10 being "tournament competitive"
List 1
2000 Pts - Tyranids Roster - Hormagant
HQ:
1 The Swarmlord, 280 pts (Warlord)
1 Hive Tyrant, 195 pts (Lash Whip & Bonesword x1; Heavy Venom Cannon)
1 Hive Tyrant, 195 pts (Lash Whip & Bonesword x1; Heavy Venom Cannon)
Elite:
2 Hive Guard Brood, 100 pts
Troops:
15 Hormagaunt Brood, 120 pts (Toxin Sacs)
15 Hormagaunt Brood, 120 pts (Toxin Sacs)
15 Hormagaunt Brood, 120 pts (Toxin Sacs)
15 Hormagaunt Brood, 120 pts (Toxin Sacs)
15 Hormagaunt Brood, 120 pts (Toxin Sacs)
Heavy Support:
1 Trygon, 210 pts (Toxin Sacs)
1 Trygon, 210 pts (Toxin Sacs)
1 Trygon, 210 pts (Toxin Sacs)
Total Roster Cost: 2000
List 2
2000 Pts - Tyranids Roster - Spines
HQ:
1 Tyrant Guard, 60 pts
1 The Swarmlord, 280 pts (Warlord)
Elite:
3 Hive Guard Brood, 150 pts
Troops:
1 Tervigon, 200 pts (Cluster Spines; Toxin Sacs; Catalyst; Onslaught)
1 Tervigon, 200 pts (Cluster Spines; Toxin Sacs; Catalyst; Onslaught)
20 Termagant Brood, 120 pts (Spinefists)
20 Termagant Brood, 120 pts (Spinefists)
20 Termagant Brood, 120 pts (Spinefists)
20 Termagant Brood, 120 pts (Spinefists)
Heavy Support:
1 Trygon, 210 pts (Toxin Sacs)
1 Trygon, 210 pts (Toxin Sacs)
1 Trygon, 210 pts (Toxin Sacs)
Total Roster Cost: 2000
List 3
2000 Pts - Tyranids Roster - Zoanthropes
HQ:
2 Tyrant Guard Brood, 120 pts
1 The Swarmlord, 280 pts (Warlord)
Elite:
1 The Doom of Malan'tai, 90 pts
3 Zoanthrope Brood, 180 pts
3 Zoanthrope Brood, 180 pts
Troops:
1 Tervigon, 210 pts (Cluster Spines; Adrenal Glands; Toxin Sacs; Catalyst; Onslaught)
1 Tervigon, 210 pts (Cluster Spines; Adrenal Glands; Toxin Sacs; Catalyst; Onslaught)
10 Termagant Brood, 50 pts
10 Termagant Brood, 50 pts
Heavy Support:
1 Trygon, 210 pts (Toxin Sacs)
1 Trygon, 210 pts (Toxin Sacs)
1 Trygon, 210 pts (Toxin Sacs)
Total Roster Cost: 2000
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1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts |
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![[Post New]](/s/i/i.gif) 2013/10/23 18:47:00
Subject: Evaluate my lists - 2000 pts Tyranids
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Sneaky Lictor
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Man, you like Trygons ;-)
List 1: 6
List 2: 4
List 3: 7 (could be 8 if you dropped a Tyrant guard for majority toughness rule)
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![[Post New]](/s/i/i.gif) 2013/10/23 23:17:33
Subject: Re:Evaluate my lists - 2000 pts Tyranids
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Furious Fire Dragon
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4, 4, 5. Trygons have a difficult time being competitive as they have no delivery system and no great defense. Deep Striking is a choice, but at that point you'd be better off with a Mawloc trio. Also, taking the Doom without a pod is madness.
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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) 2013/10/24 02:01:38
Subject: Evaluate my lists - 2000 pts Tyranids
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Infiltrating Broodlord
New York
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Trygons have no delivery system?? wtf?? they are a living drop pod...literally they are their own delivery system lol
6 wounds T 6 3+ save is no great defense??
How on earth are mawlocs better than a trygon?? when did this happen....at best you get to use it's ability 2 or 3 times per game, with 1 in 3 chance of scoring a hit
Thanks for the ratings i guess...but the logic seems flawed
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1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts |
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![[Post New]](/s/i/i.gif) 2013/10/24 18:52:52
Subject: Re:Evaluate my lists - 2000 pts Tyranids
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Furious Fire Dragon
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Yes, Trygons can deep strike. Whether they should or not is my concern. Their burrow is positively nothing like a drop pod. DP auto turn one for shooting units, Trygons roll starting turn two with no assault option ergo turn three effective. You get the glory of arriving in rapid fire range for a whole turn, and if you don't, you've risked a mishap which is far worse for you than a missed large blast that's AP 2.
Lower scores for lack of synergy, no distivt range or psyker threats, and minimal representation of the codex' superior units specifically in the elite slots.
I hope that is logical for you.
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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) 2013/10/24 19:00:04
Subject: Re:Evaluate my lists - 2000 pts Tyranids
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Sneaky Lictor
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Cieged wrote:Yes, Trygons can deep strike. Whether they should or not is my concern. Their burrow is positively nothing like a drop pod. DP auto turn one for shooting units, Trygons roll starting turn two with no assault option ergo turn three effective. You get the glory of arriving in rapid fire range for a whole turn, and if you don't, you've risked a mishap which is far worse for you than a missed large blast that's AP 2.
Lower scores for lack of synergy, no distivt range or psyker threats, and minimal representation of the codex' superior units specifically in the elite slots.
I hope that is logical for you.
I am pretty sure that you are confusing Trygons with Mawlocs...Unless I'm reading your post wrong.
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![[Post New]](/s/i/i.gif) 2013/10/24 19:03:56
Subject: Evaluate my lists - 2000 pts Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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While I don't agree with all of his points...if you're deep striking the mawloc is better...trygons are much much better starting on the board with your psychic shield up (tervigons and zoeys)
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![[Post New]](/s/i/i.gif) 2013/10/24 19:06:43
Subject: Re:Evaluate my lists - 2000 pts Tyranids
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Furious Fire Dragon
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Which most of the lists do not have.
Even so, that tactic concedes the premise of deep striking Trygons.
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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) 2013/10/24 19:08:10
Subject: Re:Evaluate my lists - 2000 pts Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Cieged wrote:Which most of the lists do not have.
Even so, that tactic concedes the premise of deep striking Trygons.
I know...I was agreeing...
...???
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![[Post New]](/s/i/i.gif) 2013/10/24 19:13:02
Subject: Evaluate my lists - 2000 pts Tyranids
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Furious Fire Dragon
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Indeed.
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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) 2013/10/24 20:29:27
Subject: Evaluate my lists - 2000 pts Tyranids
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Infiltrating Broodlord
New York
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You are still wrong, how the hell are you mishapping with a Trygon...he literally is a living drop pod. He shoudln't mishap unless you go off the table or start him off within 1" of an enemy and score a hit. Otherwise he reduces minimum distance like a drop pod
And you realize trygons have guns right?? drop in and shoot a transport!
I think you are just using your trygons wrong bro sorry but it's pretty obvious
and turn 2 arrival is great becuase you get to prsent several threats to your opponent
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1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts |
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![[Post New]](/s/i/i.gif) 2013/10/25 14:13:50
Subject: Evaluate my lists - 2000 pts Tyranids
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Sneaky Lictor
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Akaiyou wrote:You are still wrong, how the hell are you mishapping with a Trygon...he literally is a living drop pod. He shoudln't mishap unless you go off the table or start him off within 1" of an enemy and score a hit. Otherwise he reduces minimum distance like a drop pod
And you realize trygons have guns right?? drop in and shoot a transport!
I think you are just using your trygons wrong bro sorry but it's pretty obvious
and turn 2 arrival is great becuase you get to prsent several threats to your opponent
I'm going to have to disagree with you Akaiyou....Personally I've never been remotely happy when I DS a Trygon. Moreover, the "internet community" greatly disapproves of this tactic due to the risk of NOT coming in T2. At least if your walking a Trygon it adds to your own target saturation, can potentially make an assault T2 (which is at least 1 turn earlier if it arrives T2) AND you can shoot with its shooting attack from the beginning of the game on.
Just my 2 cents worth.
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![[Post New]](/s/i/i.gif) 2013/10/25 14:26:48
Subject: Evaluate my lists - 2000 pts Tyranids
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Speedy Swiftclaw Biker
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roxor08 wrote: Akaiyou wrote:You are still wrong, how the hell are you mishapping with a Trygon...he literally is a living drop pod. He shoudln't mishap unless you go off the table or start him off within 1" of an enemy and score a hit. Otherwise he reduces minimum distance like a drop pod
And you realize trygons have guns right?? drop in and shoot a transport!
I think you are just using your trygons wrong bro sorry but it's pretty obvious
and turn 2 arrival is great becuase you get to prsent several threats to your opponent
I'm going to have to disagree with you Akaiyou....Personally I've never been remotely happy when I DS a Trygon. Moreover, the "internet community" greatly disapproves of this tactic due to the risk of NOT coming in T2. At least if your walking a Trygon it adds to your own target saturation, can potentially make an assault T2 (which is at least 1 turn earlier if it arrives T2) AND you can shoot with its shooting attack from the beginning of the game on.
Just my 2 cents worth.
um did i miss somthing? if you run swarmlord you come in on a 2+ and if you roll for the warlord trait you can reroll reserves if desired. plus you make him a prime, 12 shots at St5 is pretty nice. run some ygmarls geanstealers as well and now you have a major threat in the enemys back line which usally means 1 turn of no shooting at your advancing forces. Plus give the trygon regen and he is a brut. So he has to sit there for a turn, if you do it right have your geanstealers assault the meanest threat near they can and not thats not shooting. If you can assault T2 from walking your trygon up the board then your enemy has Deepstriked near him or used some other crazy way to cross the board, cause i dont see you moving 12inches and being in range for another charge with all the rest of your army marching up. (if you are kudos and boo to you for not having your swarmlord be the one in combat melee.) I promise you tho no one with the exception of force weapons/instant death will destroy 3 trygons in 1 turn. they will get to melee.
now back to OP
your lists are different cant say ive seen any be that competitive, some may be more so, the 3rd is by far the best but you need that pod for doom, and id drop 1 tyrant gaurd. Lots of people like the doom with 2-3 Dakkafex droping in, if you did it right you drop them all in shoot at what you want, then turn 2 rest the pods come in and your trygons deep strike across, make 1 a prime giving you that extra attacks and snyapses. my word dude that would be cause in your enemy back field as your army just strolls along untouched.
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![[Post New]](/s/i/i.gif) 2013/10/25 14:29:22
Subject: Evaluate my lists - 2000 pts Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Akaiyou wrote:You are still wrong, how the hell are you mishapping with a Trygon...he literally is a living drop pod. He shoudln't mishap unless you go off the table or start him off within 1" of an enemy and score a hit. Otherwise he reduces minimum distance like a drop pod
And you realize trygons have guns right?? drop in and shoot a transport!
I think you are just using your trygons wrong bro sorry but it's pretty obvious
and turn 2 arrival is great becuase you get to prsent several threats to your opponent
Why wait for a turn two arrival / turn 3 assault when you could have a turn 2 assault without giving the opponent a turn to waste you.
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![[Post New]](/s/i/i.gif) 2013/10/25 15:09:11
Subject: Evaluate my lists - 2000 pts Tyranids
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Infiltrating Broodlord
New York
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It's exactly as storm of fires said...with swarmlord i am counting on a 2+ roll for reserves so it near guarantees a T2 arrival.
Not that I plan to always deep strike, but it IS a very solid strategy.
And the trygon CAN shoot on T2 the turn it arrives. Roxor don't really understand why you say that if i start the trygon on the filed that it can shoot with it's attack from the begnning of the game...what could it possibly shoot on turn 1 with a short range weapon????
The only bonus to starting it on the field is target saturation. Which i do intend to use when it becomes more convenient than popping them up on the opponent's face. (such as fighting short range or other melee armies, like daemons/orks and the like)
Against long range fire armies deep strike is the best solution, specially if i can deep strike into area terrain and get a cover save while being within assault range.
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1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts |
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![[Post New]](/s/i/i.gif) 2013/10/25 15:21:50
Subject: Evaluate my lists - 2000 pts Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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I am by no means saying that Trygons are bad...or that they should never deepstrike.
But I believe both are better starting on the board.
And Mawlocs deepstrike better than Trygons.
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![[Post New]](/s/i/i.gif) 2013/10/25 16:24:00
Subject: Evaluate my lists - 2000 pts Tyranids
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Infiltrating Broodlord
New York
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I build my trygons so i can freely swap with mawlocs
mawlocs are garbage.
By 'deep strike' better you mean that they use terror of the deep and hit something if it scatters onto it instead of reducing distance i assume.
So yes by that logic they 'deep strike' better
But i argue that they deep strike worst on the fact that they are nearly useless if they miss. with a 66% chance of missing the target that's just not reliable (yes i do have lists with mawlocs...and they do epic fail often)
Sure there's been games where they do awesome damage, I know an IG player that really regretted his parking lot build
But for the most part terror from the deep will fail way too often. But the biggest fail of the mawloc is that it really doesnt do gak after it arrives except go right back down and wait a turn to come back up. You can't exactly send him into combat cuz he is terrible at it, he's just as vulnerable as a Trygon and if you use his special rule you lose the 'threat' it could pose by being on the field and maybe soaking up some attention.
The trygon pops up CAN shoot and hopefully help wreck a transport, and the opponent MUST engage it or suffer the consequences.
Thus the trygon's deep strike is much more effective as it requires immediate attention.
I am a fan of the mawloc in that i love the concept, but he seriously needs some kind of blood angels deep strike where you only use 1 d6 or something that helps that special rule be more reliable since you will ONLY get to use it 2 or 3 times per game. Hope the new codex improves on it
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1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts |
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![[Post New]](/s/i/i.gif) 2013/10/25 17:28:37
Subject: Evaluate my lists - 2000 pts Tyranids
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Monster-Slaying Daemonhunter
Grand Rapids Metro
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Akaiyou wrote:
I am a fan of the mawloc in that i love the concept, but he seriously needs some kind of blood angels deep strike where you only use 1 d6 or something that helps that special rule be more reliable since you will ONLY get to use it 2 or 3 times per game. Hope the new codex improves on it
Me too.
Maybe it will autoengage an assault with a unit it comes within an inch of...there are a few different rumors about tyranids faux assaulting out of reserves...like the lictor being able to pull an IC out of a squad via their shooting and into combat the turn they arrive.
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![[Post New]](/s/i/i.gif) 2013/10/25 19:31:39
Subject: Evaluate my lists - 2000 pts Tyranids
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Sneaky Lictor
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Akaiyou wrote:Roxor don't really understand why you say that if i start the trygon on the filed that it can shoot with it's attack from the begnning of the game...what could it possibly shoot on turn 1 with a short range weapon????
You're right....I should have said potentially. Sometimes your opponent comes to you remember. When the Trygon isn't on the table, it can't do anything.
That point is moot compared to the target saturation multiple Trygons provide. Again, I'm not saying your wrong to Deep Strike them, I'm just saying that as a whole, the community (and I'm sure that anyone on The Tyranid Hive will back me up on this one) Deep Striking them is considered less than optimal.
If it works for you, don't let anyone tell you not to do it.
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![[Post New]](/s/i/i.gif) 2013/10/25 22:38:43
Subject: Re:Evaluate my lists - 2000 pts Tyranids
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Furious Fire Dragon
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Alright, lets break this down then.
Akaiyou wrote:And you realize trygons have guns right?? drop[sic] in and shoot a transport!
The trygon pops up CAN shoot and hopefully help wreck a transport, and the opponent MUST engage it or suffer the consequences.
One Trygon Prime, 18'' S5 Ap5 A12 at BS 3. 12 Shots, 6 hits, 1 glance on AV11 transport - that is unless you land behind it, in which case if you don't kill it he will promptly drive away from you. Ergo three Trygon Primes to destroy a transport that doesn't even have an explosion to hurt the units inside, and lets not even consider the horrid situation of this being an Eldar transport. So on your second turn you've managed to destroy a 35 point vehicle with 720 points of Monstrous Creatures.
"I think you are just using your trygons wrong bro sorry but it's pretty obvious" Right back at you, 'bro.'
Akaiyou wrote:Against long range fire armies deep strike is the best solution, specially if i[sic] can deep strike into area terrain and get a cover save while being within assault range.
There is a problem with this theory. Your entire remaining army is foot slogging and thus you present three in-range rapid fire targets to your opponent and no threats from your deployment line. You can receive maximum firepower, give minimal back, and don't even have grenades to negate the initiative loss by this terrain you speak of. Hope there isn't a power or force weapon in there, that'd be most unfortunate. You may land in assault range, but you have no option to assault until the following turn is positively crippling.
This needs to be addressed. You propose a build for Trygons that is 250 points. A similar build for a Mawloc is 180 points. In this transition, you lose the A12 gun, 3A, 2WS and gain S6 AP2 LB, H&R, and Burrow while saving 70 points per Heavy choice. For those that are mathematically impaired, in a triple choice that results 210 points or otherwise the equivalent of a whole other Trygon.
Obviously, the combat potential is worse, but you have to stop and consider the target. Your Monstrous Creatures yield Smash meaning your best targets are TEQ or vehicles and in either hypothetical scenario a Mawloc still does fine against a 5 man squad or vehicle of any type. The major weakness here is to hordes, of which I would submit a Trygon is equally vulnerable to. And even better, if a horde assaults your Mawloc - guess what! You have Hit and Run, and can bail to fight another battle another day where you choose to strike.
As far as the 1-in-3 scatter argument is concerned, you're correct in saying it's unreliable. On the other hand, having three of them as you seem to be attached to as a concept means one hit per attempt on a high armour unit. Substantially more valuable than horde removal weapon that Trygons have.
Tyranids do fine against hordes as is.
Akaiyou wrote:By 'deep strike' better you mean that they use terror of the deep and hit something if it scatters onto it instead of reducing distance i[sic] assume.
Trygon Deep Strike Turn 2 is a 2+/3+, Mawloc Deep Strike Turn 2 is guaranteed. A guarantee is always better than a chance. Seems simple enough.
Akaiyou wrote:But i[sic] argue that they deep strike worst[sic] on the fact that they are nearly useless if they miss. with[sic] a 66% chance of missing the target that's just not reliable (yes i[sic] do have lists with mawlocs...and they do epic fail often)
You say useless, I see a Monstrous Creature with a diminished attack characteristic and more utility.
Akaiyou wrote:he's just as vulnerable as a Trygon and if you use his special rule you lose the 'threat' it could pose by being on the sic] field and maybe soaking up some attention.
Thus the trygon's deep strike is much more effective as it requires immediate attention.
A Mawloc model stands just as high as a Trygons model. A Mawloc possess the ability to assault the next turn just as much as a Trygon does. It seems to me the attention is equivalent.
Even if you do Burrow away, that completely ignores the fact that you still have the model as he only goes away if decide you want him to and can attack a new desirable target after destroying the previous one. That deserves attention, and why you pretend like it doesn't confuses me. Mawlocs require attention, or else they AP2 strike you again where ever they please, and possibly a third time or worse engage long distance vehicles in melee. Multiple. Not necessarily just one, like the Trygon is limited to.
roxor08 wrote:
You're right....I should have said potentially. Sometimes your opponent comes to you remember. When the Trygon isn't on the table, it can't do anything.
That point is moot compared to the target saturation multiple Trygons provide. Again, I'm not saying your wrong to Deep Strike them, I'm just saying that as a whole, the community (and I'm sure that anyone on The Tyranid Hive will back me up on this one) Deep Striking them is considered less than optimal.
If it works for you, don't let anyone tell you not to do it.
Agreed.
ductvader wrote:I am by no means saying that Trygons are bad...or that they should never deepstrike.
Also agreed, but I find Biovores, Carnifex, and Mawlocs to be better choices than Trygons in broad generality. My loses in tournaments are typically to parking lot or equivalent strategies, making walking Trygons a waste and deep striking Trygons even worse for the previously described reasons. They've got the strong arm but not the tools.
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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) 2013/10/25 23:10:12
Subject: Evaluate my lists - 2000 pts Tyranids
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Sinewy Scourge
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Mawlocs over Trygons everytime for me. Dont like Trygon's at all.
Too risky not coming in turn 2 and even if you do you miss with most of the damn shots.
The AP2 S6 Terror From the Deep again wins out everytime. Plus if you get charged you can just Hit and Run, Burrow and do it all over again.
The other great thing about Mawlocs is the whole coming up turn 2 guaranteed when you burrow turn 1. If you get first turn and you are playing some idiot who deep strikes drop pods next to your army (terminators im looking at you) its amazing how easily you can pop them all turn 2.
I always run Mawlocs, my Trygon models sit on a shelf gathering dust. They are terrible.
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![[Post New]](/s/i/i.gif) 2013/10/25 23:49:23
Subject: Evaluate my lists - 2000 pts Tyranids
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Speedy Swiftclaw Biker
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Shingen wrote:Mawlocs over Trygons everytime for me. Dont like Trygon's at all.
Too risky not coming in turn 2 and even if you do you miss with most of the damn shots.
The AP2 S6 Terror From the Deep again wins out everytime. Plus if you get charged you can just Hit and Run, Burrow and do it all over again.
The other great thing about Mawlocs is the whole coming up turn 2 guaranteed when you burrow turn 1. If you get first turn and you are playing some idiot who deep strikes drop pods next to your army (terminators im looking at you) its amazing how easily you can pop them all turn 2.
I always run Mawlocs, my Trygon models sit on a shelf gathering dust. They are terrible.
and this is why he uses Mawlocs over trygons... i understand if you get some jucie deepstrike targets, Mawlocs and Trygons are purely meta based for which will work. a Mawloc out here blows and if you field them they will never give you what you want cause im the only army that deepstrikes and even then its via Drop pods so i spread out, but im also one of the only nid players so i never worry about mawlocs against me. and against the other players the mawloc is worthless in our meta, sure its a strenght 6 AP2 hit but large blast that scatters 2d6 very high miss rate for the way they scatter out here. the reason mawlocs have hit and run is cause they suck in melee, i want you to charge my trygon because that str 6 ap2 attack he does will mess your face up every time.
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![[Post New]](/s/i/i.gif) 2013/10/26 00:11:47
Subject: Evaluate my lists - 2000 pts Tyranids
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Sinewy Scourge
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it might well scatter 2d6 but that is why i have 3 of them.
pretty much always kill what i want to.
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![[Post New]](/s/i/i.gif) 2013/10/26 00:34:42
Subject: Evaluate my lists - 2000 pts Tyranids
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Speedy Swiftclaw Biker
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Shingen wrote:it might well scatter 2d6 but that is why i have 3 of them.
pretty much always kill what i want to.
lol and now we are back to the 720pts to kill 200points at best?
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![[Post New]](/s/i/i.gif) 2013/10/26 09:19:38
Subject: Evaluate my lists - 2000 pts Tyranids
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Infiltrating Broodlord
New York
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lol i cant believe these guys are arguing that mawlocs are anywhere near as good as Trygons
and serious about it as well like woah!
Also my trygons are 210 not 250. I don't use prime upgrade why bother giving them prime upgrade? that's just pointless unless you really need forward synapse.
I rather fail IB and get rage then giving me 8 FULLY RE-ROLLABLE attacks on the charge
I just actually finished playing against black templars today using these lists
my trygons chewed right through them,
Terminators try to assault trygons, they get smacked with 6 ap2 attacks that re-roll to hit and to wound.
dreadnoughts came and went.
a captain with burning blade and a chapter master with shield eternal and storm shield had to jump in just to kill 1 trygon
while the otehr trygon assaulted a tactical squad and decimated it...7 attacks on the charge hitting 3s and rerolls wouding on 2 with rerolls will do that lol
The trygons were a threat ALL game long
Mawlocs on the other hand would've needed 3 of hem just to try to get 1 hit (fingers crossed) on something that i actually want dead, and even if engaged by anythign midly powerful they are screwed
You guys mention hit and run like it's a great thing that alway sworks lol you realize that mawlocs fail that 1/3 of the time right??
So since you can count so much on a terror of the deep hitting 1/3rd of the time
you should also have the exact same amount of faith that hit and run WILL fail you 1/3rd of the time
and what happens then? Your mawloc keeps getting owned (cuz it really can't fight to save it's life) and you lose a turn of not being able to use your precious ability.
Plus anyone that has any sense SPREADS their units out when they see the opposing army having pie-plate possiblities and every time you burrow that trygon the opponent knows to spread out and wait for it and assault it as soon as it pops up and likely misses them.
I can concede that the trygon is NOT the best unit in the tyranid codex but it's definetly the best heavy support choice we have for the role it serves. Which is drawing enemy fire and killing just about any target that it's within it's assault range very efficiently.
I can guarantee that if we go Nids vs Nids, and you build ur list around 3 mawlocs and i do mine around 3 trygons. That I have a much better chance to win that game.
As tyranid players I assume we both have a pretty good idea of what each unit is capable of, but the mawloc won't ever kill anythign important in my army EVER. But i can guarantee that the trygon will most definetly do so and if that mawloc shows up near a trygon you can kiss it goodbye cuz it's dead on my turn guaranteed
Trygon > Mawloc
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1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts |
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![[Post New]](/s/i/i.gif) 2013/10/26 11:10:09
Subject: Evaluate my lists - 2000 pts Tyranids
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Sinewy Scourge
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stormoffires wrote:Shingen wrote:it might well scatter 2d6 but that is why i have 3 of them.
pretty much always kill what i want to.
lol and now we are back to the 720pts to kill 200points at best?
510, do you even play nids, you should know that...
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![[Post New]](/s/i/i.gif) 2013/10/26 14:49:43
Subject: Evaluate my lists - 2000 pts Tyranids
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Furious Fire Dragon
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Akaiyou wrote:lol i cant believe these guys are arguing that mawlocs are anywhere near as good as Trygons
and serious about it as well like woah!
Also my trygons are 210 not 250. I don't use prime upgrade why bother giving them prime upgrade? that's just pointless unless you really need forward synapse.
I rather fail IB and get rage then giving me 8 FULLY RE-ROLLABLE attacks on the charge
I just actually finished playing against black templars today using these lists
my trygons chewed right through them,
Terminators try to assault trygons, they get smacked with 6 ap2 attacks that re-roll to hit and to wound.
dreadnoughts came and went.
a captain with burning blade and a chapter master with shield eternal and storm shield had to jump in just to kill 1 trygon
while the otehr trygon assaulted a tactical squad and decimated it...7 attacks on the charge hitting 3s and rerolls wouding on 2 with rerolls will do that lol
The trygons were a threat ALL game long
Mawlocs on the other hand would've needed 3 of hem just to try to get 1 hit (fingers crossed) on something that i actually want dead, and even if engaged by anythign midly powerful they are screwed
You guys mention hit and run like it's a great thing that alway sworks lol you realize that mawlocs fail that 1/3 of the time right??
So since you can count so much on a terror of the deep hitting 1/3rd of the time
you should also have the exact same amount of faith that hit and run WILL fail you 1/3rd of the time
and what happens then? Your mawloc keeps getting owned (cuz it really can't fight to save it's life) and you lose a turn of not being able to use your precious ability.
Plus anyone that has any sense SPREADS their units out when they see the opposing army having pie-plate possiblities and every time you burrow that trygon the opponent knows to spread out and wait for it and assault it as soon as it pops up and likely misses them.
I can concede that the trygon is NOT the best unit in the tyranid codex but it's definetly the best heavy support choice we have for the role it serves. Which is drawing enemy fire and killing just about any target that it's within it's assault range very efficiently.
I can guarantee that if we go Nids vs Nids, and you build ur list around 3 mawlocs and i do mine around 3 trygons. That I have a much better chance to win that game.
As tyranid players I assume we both have a pretty good idea of what each unit is capable of, but the mawloc won't ever kill anythign important in my army EVER. But i can guarantee that the trygon will most definetly do so and if that mawloc shows up near a trygon you can kiss it goodbye cuz it's dead on my turn guaranteed
Trygon > Mawloc
Haha, Black Templar.
Not even on the list.
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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) 2013/10/27 07:20:53
Subject: Evaluate my lists - 2000 pts Tyranids
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Infiltrating Broodlord
New York
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lol you do realize black templar are not their own codex now right? They are part of codex "Marines"
You sir EPIC FAIL lol
Had a game today again versus imperial guard using my 'best' list which involves
2,000 pts
HQ:
Swarmlord: Warlord
Tyrant 1: Wings; 2x devourers
Tyrant 2: Wings; 2x devourers
Troops:
Tervigon 1: crushing claws, ag, ts, catalyst, onslaught
Tervigon 2: crushing claws, ag, ts, catalyst, onslaught
10 termagants
10 termagants
Heavy Support:
Trygon
Trygon
Trygon
That's my "im not playing around this time" army
I nearly tabled the IG player
and the whole time I was discussing (we have a small gaming group 4 players) that people here actually think the Trygon deep strike is 'terrible' and that the mawloc poses a bigger threat.
They all think you guys are insane.
I use BLOS terrain and hide the tervigons, swarmlord, flytyrants on turn 1 as best as possible
There were 3 pieces, buildings for me to use which was nice. Specially since he had space wolf allies with 2 rune priests, last thing i want is my tervigon being slapped with Jotww
He seized hte initiative and only had 1 tervigon as a target because i couldn't hide it but got nice cover saves.
On my turn 1 i said F*ck it and went after his rune priest with Jotww with my two winged tyrants it was in a rhino as usual and i got first blood but the unit was fine, however I got him within Shadow in the Warp range
Next turn he proceed to continue to shoot at the tervigon, and the winged tyrants to try and bring it down, with his quad gun defense line finally doing the trick. In the end the tyrant soaked up most of his armie's fire (too bad blast weapons can't hit airbone targets poor Leman Russes) and the tyrant survived with 1 wound left
Turn 2 i had already advanced up the field on turn one by moving and running with everything that wasn't shooting. Trygons come in on a 2+, i got 2 of them in, popped them both out in the same area to reinforce their effectiveness and took my entire army out of hiding and advancing up the field all at the same time on turn 2 (my usual strategy) to pose a massive threat.
THAT is how you play deep striking Trygons to maximum effect. Making them choose wether to deal witht he trygons, the fly tyrants, the swarmlord or the many many advancing gaunts and tervigons spawning them. Since everything is pretty much posing a turn 3 assault threat.
In the end I spanwed about 60 gaunts my tervigons had a good day. I lost about 40 gaunts, 1 trygon, 1 winged tyrant.
The rune priests were a pain cancelling my powers out but shadow in the warp returned the favor rendering them unable to cast theirs too. and on turn 3 i just wrecked them as it takes over half his army (which was FULL of autocannons) to kill just 1 trygon, which he cast misfortune on, either way im pretty sure he would've lived too.
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This message was edited 1 time. Last update was at 2013/10/27 07:38:07
1. Tyranids - 15,000 pts
2. Chaos Space Marines - 7,100 pts
3. Space Marines - 6,000 pts
4. Orks - 5,900 pts
5. Dark Angels - 4,300 pts
6. Necrons - 4,600 pts
7. Grey Knights - 3,200 pts
8. Eldar - 3,400 pts
9. Blood Angels - 3,200 pts
10. Chaos Daemons - 3,200 pts
11. Tau Empire - 3,000 pts
12. Space Wolves - 2,400 pts |
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