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![[Post New]](/s/i/i.gif) 2014/01/13 06:55:31
Subject: First attempt at Tyranids, 1850
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Cog in the Machine
Winnipeg, MB, Canada
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I am considering starting up Tyranids as a third army since it is a bit different than the two I currently play (SM and Daemons). I was trying to find a compromise between swarm and Nidzilla as that is basically how I run my daemons. Any C&C would be most welcome.
Revised list:
HQ 460
Hive Tyrant with Wings, 2x TL Devourers 230
Hive Tyrant with Wings, 2x TL Devourers 230
Troops 630
Termigants x30 120
Termigants x30 120
Tervigon 195
Tervigon 195
Heavy Support 760
Carnifex x3 (2 with 2x TL Devourers, 1 naked) 420
Exocrine 170
Exocrine 170
First list:
HQ 460
Hive Tyrant with Wings, 2x TL Devourers 230
Hive Tyrant with Wings, 2x TL Devourers 230
Troops 630
Termigants x30 120
Termigants x30 120
Tervigon 195
Tervigon 195
Fast Attack 180
Gargoyles x15 90
Gargoyles x15 90
Heavy Support 580
Carnifex x2 240
Exocrine 170
Exocrine 170
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This message was edited 1 time. Last update was at 2014/01/13 21:07:17
40k armies: Harlies, Tzeentch Daemons
AoS armies: DoK, Deepkin, Nighthaunt, Tzeentch Daemons, Skaven |
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![[Post New]](/s/i/i.gif) 2014/01/13 14:30:51
Subject: First attempt at Tyranids, 1850
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Ultramarine Chaplain with Hate to Spare
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I would drop the gargoyles so you can take a 3rd Fex and give them all Devourers (you can't quite afford 6 devourers so take 4 on 2 and keep the other vanilla put him at the front to take damage first).
I think if you do that you've got a strong list. That would up you to 9 MCs and with no Venomthropes the cover the gargoyles are offering is pretty poor. Plays it gives you more So dakka on the way in.
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![[Post New]](/s/i/i.gif) 2014/01/13 16:56:49
Subject: Re:First attempt at Tyranids, 1850
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Power-Hungry Cultist of Tzeentch
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I think Mawlocs are a stronger heavy choice than the Exocrine. The Exo only has 24" range and you'll miss half your shots while moving it into range. Mawlocs still have the crazy ability to burrow turn one and then pop up turn two automagically. Their blast is still AP2 and it ignores cover. I think two of them stand a good chance at really digging a hole in a gunline army. Maybe keep one, mix and match?
The other thing I've been toying with is the Gant composition. The two major points here are:
First, Adrenal Glands give Fleet AND Furious Charge, making the gants a lot more useful.
Second, you can buy as many or as few weapon upgrades as you like. So maybe kit out up to 10 gants with Devourers to really beef up their firepower. You can hide the devourers in the middle of the blob, keeping them safe till the very end.
I know it's a tough thing paying more points for gants, but I think there is really some strategy there, so definitely worth playing around with.
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![[Post New]](/s/i/i.gif) 2014/01/13 17:03:48
Subject: Re:First attempt at Tyranids, 1850
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Boosting Black Templar Biker
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Sneezembop wrote:I think Mawlocs are a stronger heavy choice than the Exocrine. The Exo only has 24" range and you'll miss half your shots while moving it into range. Mawlocs still have the crazy ability to burrow turn one and then pop up turn two automagically. Their blast is still AP2 and it ignores cover. I think two of them stand a good chance at really digging a hole in a gunline army. Maybe keep one, mix and match?
The other thing I've been toying with is the Gant composition. The two major points here are:
First, Adrenal Glands give Fleet AND Furious Charge, making the gants a lot more useful.
Second, you can buy as many or as few weapon upgrades as you like. So maybe kit out up to 10 gants with Devourers to really beef up their firepower. You can hide the devourers in the middle of the blob, keeping them safe till the very end.
I know it's a tough thing paying more points for gants, but I think there is really some strategy there, so definitely worth playing around with.
I disagree that Mawlocs are stronger unless you are building specifically for them. They work great with Deathleaper, but two or three S6/AP2 blasts per game with full scatter, even if they hit twice when they manage to hit, is not worth 140 points if you ask me. Also if you start them on the table they can't burrow until turn 2.
As for the OP's list, I'd probably drop one unit of gargoyles to take either two venomthropes or one venomthrope and adrenal glands for the carnifex brood for fleet.
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![[Post New]](/s/i/i.gif) 2014/01/13 17:22:48
Subject: Re:First attempt at Tyranids, 1850
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Sneaky Lictor
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Sneezembop wrote:I think Mawlocs are a stronger heavy choice than the Exocrine. The Exo only has 24" range and you'll miss half your shots while moving it into range. Mawlocs still have the crazy ability to burrow turn one and then pop up turn two automagically. Their blast is still AP2 and it ignores cover. I think two of them stand a good chance at really digging a hole in a gunline army. Maybe keep one, mix and match?
The other thing I've been toying with is the Gant composition. The two major points here are:
First, Adrenal Glands give Fleet AND Furious Charge, making the gants a lot more useful.
Second, you can buy as many or as few weapon upgrades as you like. So maybe kit out up to 10 gants with Devourers to really beef up their firepower. You can hide the devourers in the middle of the blob, keeping them safe till the very end.
I know it's a tough thing paying more points for gants, but I think there is really some strategy there, so definitely worth playing around with.
First you can no longer burrow on turn 1... no way to avoid having to roll for reserves. Unless your bringing the swarmlord ( not something I would do) you can't influence rolls so your open to it coming in the game late. The fact that it scatters even when you place it on a unit.. unless you target a blob you still have a chance to miss... in which case you do nothing and get shot up.. I think if you're using it as a distraction unit... okay.. but I don't see it out pacing the exocrine.
As for the gants, you have to be real careful about upgrades. Sure, they get fleet with AG but at 2pts per model your up to 6ppm and they are just likely to die. If you start upgrading them you are going to end up with a lot more cost and much fewer model count.
As for the list, I think it is a fair start. and having them in front of your flyrant should help it a little bit but depending on how you deploy.. killing a tyrant could put them out of synapse of your tervs and the other flyrant ( unless you keep them close which poses its own threat) so you need to make sure you move them wisely.
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- 4500pts: Shinzon Dynasty
3000pts: Hive Fleet Empusa
- 3000pts Rampagers |
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![[Post New]](/s/i/i.gif) 2014/01/13 17:25:39
Subject: First attempt at Tyranids, 1850
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Ultramarine Chaplain with Hate to Spare
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I think Mawlocs are a stronger heavy choice than the Exocrine. The Exo only has 24" range and you'll miss half your shots while moving it into range. Mawlocs still have the crazy ability to burrow turn one and then pop up turn two automagically. Their blast is still AP2 and it ignores cover. I think two of them stand a good chance at really digging a hole in a gunline army. Maybe keep one, mix and match?
I think you need to reread the Mawloc rules. The underlined section is not true anymore. I also don't think mixing and matching is a good idea as you split your force and are dealt with piecemeal. Exocrines are also your way of dealing with Dreadknights who otherwise murder all your MCs in combat. They also kill Riptides very quickly.
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![[Post New]](/s/i/i.gif) 2014/01/13 21:06:35
Subject: Re:First attempt at Tyranids, 1850
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Cog in the Machine
Winnipeg, MB, Canada
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Ok, this is the list with a few changes:
HQ 460
Hive Tyrant with Wings, 2x TL Devourers 230
Hive Tyrant with Wings, 2x TL Devourers 230
Troops 630
Termigants x30 120
Termigants x30 120
Tervigon 195
Tervigon 195
Heavy Support 760
Carnifex x3 (2 with 2x TL Devourers, 1 naked) 420
Exocrine 170
Exocrine 170
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40k armies: Harlies, Tzeentch Daemons
AoS armies: DoK, Deepkin, Nighthaunt, Tzeentch Daemons, Skaven |
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![[Post New]](/s/i/i.gif) 2014/01/13 22:10:26
Subject: First attempt at Tyranids, 1850
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Ultramarine Chaplain with Hate to Spare
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Looks very strong to be honest. Don't think I change anything now. 9 MCs and on average around 100 gaunts (on average a Tervigon spawns 22.1 gaunts before seizing up). 4 pretty tough Synapse models and a decent bit of firepower 56 S6 shots and 12 S7 Ap2 shots will hurt.
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