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![[Post New]](/s/i/i.gif) 2013/12/29 14:42:27
Subject: Tyranid Kill Team
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Regular Dakkanaut
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I got my hands on the new Kill team ebook and was wanting to build a nids kill team but I am having troubles figuring out what to put into it. I was considering using Hive Guard and a Zanthrope (mainly for the synapse)
Any suggestions?
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![[Post New]](/s/i/i.gif) 2013/12/29 14:58:33
Subject: Re:Tyranid Kill Team
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Fresh-Faced New User
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I played a kill team match against tyranids yesterday. While I can't speak for the hive guard, the opponent did have a zoathrope and it did the most of anything in his army. Seems like they would be a good addition to any nid kill team.
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![[Post New]](/s/i/i.gif) 2013/12/29 17:33:23
Subject: Tyranid Kill Team
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Drone without a Controller
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I have been considering warriors. People won't be bring much strength 8+(which is the reason most people don't play them in larger games) to these games and they can be used for synapse. Throw in a Hive Guard for anti-light armor and it might do alright.
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![[Post New]](/s/i/i.gif) 2013/12/30 01:33:25
Subject: Tyranid Kill Team
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Irked Necron Immortal
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I haven't seen the new kill team rules, but I was in a kill team tournament a while back and a player was using Doom of M'alantai and warriors. He rocked the tourney and came in second. Only lost 1 game after losing enough warriors to force a break test and failing it.
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![[Post New]](/s/i/i.gif) 2013/12/30 04:05:40
Subject: Tyranid Kill Team
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Speedy Swiftclaw Biker
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I haven't seen the new rules either but I remember a kill team game I played against my buddy and his tau I just put as many devilgaunts as possible and the result was hilarious.
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painted -3765 |
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![[Post New]](/s/i/i.gif) 2013/12/30 06:17:27
Subject: Tyranid Kill Team
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Regular Dakkanaut
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I took 5 raveners before I found out it was illegal and they were pretty boss.
I'm switching to 4 warriors with devourers and 10 gargoyles
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![[Post New]](/s/i/i.gif) 2013/12/30 21:51:58
Subject: Tyranid Kill Team
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Storm Guard
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genestealers are made for this
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![[Post New]](/s/i/i.gif) 2013/12/30 22:35:04
Subject: Tyranid Kill Team
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Longtime Dakkanaut
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Thatguyoverthere11 wrote:I took 5 raveners before I found out it was illegal and they were pretty boss.
I'm switching to 4 warriors with devourers and 10 gargoyles
5 raveners would be legal as long as you stay only gave them a single 5point upgrade Automatically Appended Next Post:
Fluff yes, on table not really. A Zoanthrope with stock powers is tuff. Just did a game against a SM with bikes and Tacs, took 1 Zoan, 5 Stealers and 12 termaguants. Left 1 tac standing had all but line breaker for objectives. Automatically Appended Next Post: heracyangel wrote:I got my hands on the new Kill team ebook and was wanting to build a nids kill team but I am having troubles figuring out what to put into it. I was considering using Hive Guard and a Zanthrope (mainly for the synapse)
Any suggestions?
That combo is not legal do to both being Elite. HG as the elite and Warriors as the Troops would get the job done.
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This message was edited 2 times. Last update was at 2013/12/30 22:40:50
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![[Post New]](/s/i/i.gif) 2013/12/31 01:42:10
Subject: Re:Tyranid Kill Team
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Lurking Gaunt
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HG as the elite and Warriors as the Troops would get the job done.
The only problem here is the small number of models. Since the hivemind gives fearless, Break Tests aren't a problem. But if someone has some bikers w/plasma guns(or something like them) they could quickly zoom up and take out the HG. Ideally the HG could take one out before going down himself, but I'm just trying to prepare for the worst case scenario.
It would just be easy to focus fire this team down in a couple of turns.
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![[Post New]](/s/i/i.gif) 2013/12/31 18:25:27
Subject: Re:Tyranid Kill Team
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Longtime Dakkanaut
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C-Fex wrote:HG as the elite and Warriors as the Troops would get the job done.
The only problem here is the small number of models. Since the hivemind gives fearless, Break Tests aren't a problem. But if someone has some bikers w/plasma guns(or something like them) they could quickly zoom up and take out the HG. Ideally the HG could take one out before going down himself, but I'm just trying to prepare for the worst case scenario.
It would just be easy to focus fire this team down in a couple of turns.
In Kill Team I have found that is not as easy as it sounds. Since each model is a "unit" Volume fire is much less damaging. In fact "split fire USR" on a Specialist with a Salvo weapon is really scary because suddenly volume fire means something again. Faced the plasma gun with Master craft USR Specialist. Just not that effective.
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![[Post New]](/s/i/i.gif) 2014/01/01 20:49:34
Subject: Tyranid Kill Team
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Ghastly Grave Guard
Uk
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Doom of m'alantai would be utterly, utterly brutal!
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![[Post New]](/s/i/i.gif) 2014/01/02 02:13:46
Subject: Tyranid Kill Team
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Huge Hierodule
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2 things:
First, Doom of Malantai has 4 wounds, making him an illegal choice (as 3 wounds per model is the cap).
Secondly, it's highly rumored that Doom will not be making an appearance in the new nid codex coming out January 11th, so converting one now is highly likely to be a waste of time.
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2014/01/02 04:11:14
Subject: Tyranid Kill Team
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Fixture of Dakka
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barnowl wrote:Thatguyoverthere11 wrote:I took 5 raveners before I found out it was illegal and they were pretty boss.
I'm switching to 4 warriors with devourers and 10 gargoyles
5 raveners would be legal as long as you stay only gave them a single 5point upgrade
Automatically Appended Next Post:
Fluff yes, on table not really. A Zoanthrope with stock powers is tuff. Just did a game against a SM with bikes and Tacs, took 1 Zoan, 5 Stealers and 12 termaguants. Left 1 tac standing had all but line breaker for objectives.
Automatically Appended Next Post:
heracyangel wrote:I got my hands on the new Kill team ebook and was wanting to build a nids kill team but I am having troubles figuring out what to put into it. I was considering using Hive Guard and a Zanthrope (mainly for the synapse)
Any suggestions?
That combo is not legal do to both being Elite. HG as the elite and Warriors as the Troops would get the job done.
All ravenors isn't legal because your leader can't be a beast or swarm. I think you might need a mix of of Synapse and Swarm- either Warriors/Zoanthropes and then fill out with Gaunts.
This is something I was thinking about running-
Tyranids(200pts)
Troop-
Tyranid Warrior Brood(3 models- 100pts)
Warrior(1)- [Leader]
Warrior(2)- [Indomitable Specialist-Feel No Pain]
Warrior(3)- Barbed Strangler [Weapon Specialist-Ignore Cover]
Fast Attack-
Gargoyle Brood- Toxin Sacs(12 models-96pts)
Gargoyle(1)- [Combat Specialist-Hatred]
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40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team  (building)
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Plus other games- miniature and cardboard both. |
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![[Post New]](/s/i/i.gif) 2014/01/02 11:22:21
Subject: Tyranid Kill Team
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Ghastly Grave Guard
Uk
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tetrisphreak wrote:
2 things:
First, Doom of Malantai has 4 wounds, making him an illegal choice (as 3 wounds per model is the cap).
Secondly, it's highly rumored that Doom will not be making an appearance in the new nid codex coming out January 11th, so converting one now is highly likely to be a waste of time.
I'm not that familiar with kill team rules.
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![[Post New]](/s/i/i.gif) 2014/01/02 14:09:25
Subject: Tyranid Kill Team
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Huge Hierodule
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That's fine. As stated above, though, if he were allowed in the game he would be unkillable with eternal warrior as his specialist rule....
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Been out of the game for awhile, trying to find time to get back into it. |
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