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Made in us
Fresh-Faced New User




So there will end up being 16 players in this game. 2 teams (8 each). Mission is crusade: 5 objectives in no-man's land with dawn of war deployment. Need to have 1 HQ and 2 Troops.

I have 2 different Ideas both pretty similar

Living Artillery
Tervigon (miasma cannon)

2x Hive guard
2x Malanthropes -sep units

25x Termagant Brood
3x Tyranid Warrior Brood (barbed strangler/deathspitters)

3x Biovore
1x Exocrine

Alternate list - adds flyrant
+1 flyrant
-1 malanthrope
-2 hive guard
-12 termagants

So I would like to know what you guys think. Is the Flyrant worth it? Malanthrope gives synapse coverage and I can hopefully clear units off of objectives. I just picture a bunch of gaunts getting wiped off the table (could add 5 more gaunts for miasma cannon). (the table will be quite long so i'll try to get a middle spot so I can shoot and try to snag a close objective) If you don't like either of these what do you suggest?
   
Made in us
Longtime Dakkanaut



Cheyenne WY

4EverSupport wrote:
So there will end up being 16 players in this game. 2 teams (8 each). Mission is crusade: 5 objectives in no-man's land with dawn of war deployment. Need to have 1 HQ and 2 Troops.

I have 2 different Ideas both pretty similar

Living Artillery
Tervigon (miasma cannon)

2x Hive guard
2x Malanthropes -sep units

25x Termagant Brood
3x Tyranid Warrior Brood (barbed strangler/deathspitters)

3x Biovore
1x Exocrine

Alternate list - adds flyrant
+1 flyrant
-1 malanthrope
-2 hive guard
-12 termagants

So I would like to know what you guys think. Is the Flyrant worth it? Malanthrope gives synapse coverage and I can hopefully clear units off of objectives. I just picture a bunch of gaunts getting wiped off the table (could add 5 more gaunts for miasma cannon). (the table will be quite long so i'll try to get a middle spot so I can shoot and try to snag a close objective) If you don't like either of these what do you suggest?


Winged Tyrants are always worth it! You might look at doing something odd, like taking several hordes of tunneling Rippers, and/or Tyrannocytes so you can snag the Objectives....You might also get a huge amount of value from "endless" Formations. In such a huge game re spawning could be dang useful.

Do you have one of those weird infiltrating non mobile spore spawning critters? That could be good as well. I think I would try out the spore field formation myself. It just depends on what you have handy...

This message was edited 1 time. Last update was at 2015/01/16 17:37:53


The will of the hive is always the same: HUNGER 
   
Made in us
Fresh-Faced New User




If I have a choice of 3 hive guard or a dakkafex why would I pick the fex?

HG - have higher range, ign. cov, 2 more wounds, 3 more attacks (higher weapon str, granted way lower strength with melee) and a little worse save
   
Made in us
Longtime Dakkanaut



Cheyenne WY

4EverSupport wrote:
If I have a choice of 3 hive guard or a dakkafex why would I pick the fex?

HG - have higher range, ign. cov, 2 more wounds, 3 more attacks (higher weapon str, granted way lower strength with melee) and a little worse save


x3 Hive Guard, 165, Dakkafex 150...

1) Hive Guard occupy an Elite slot, those normally go for Venothropes, and Zoeys. 2) HOW D3 Hive Guard ignore cover though...in my book that makes them barely usable...a good unit, it is just that there are "better" ones. Toss in a 15 point savings, and it's pretty clear that Dakkafexen are generally a better buy....

But vs certain foes, Hive Guard are the superior buy. But even then I would only buy x2, and spend the extra 55 elsewhere.

The will of the hive is always the same: HUNGER 
   
Made in gb
Longtime Dakkanaut





UK

4EverSupport wrote:
If I have a choice of 3 hive guard or a dakkafex why would I pick the fex?

HG - have higher range, ign. cov, 2 more wounds, 3 more attacks (higher weapon str, granted way lower strength with melee) and a little worse save


A unit of three Hive Guard hit on average three times. A Dakkafex hits nine times and is cheaper as well. The Dakkafex can also take more punishment, as it can take two wounds, while a Hive Guard will die when it suffers two wounds, reducing the damage output.

Some statistics regarding Dakkafex vs Hive Guard

Against Armour:
Spoiler:
AV 10
Dakkafex - 4.5 HP
Hive Guard - 2.49 HP

AV11
Dakkafex Devs - 2.97
Hive Guard - 2.01

AV12
Dakkafex Devs - 1.44
Hive Guard - 1.5

AV13
Dakkafex Devs - N/A
Hive Guard = 0.9

AV14
Dakkafex Devs - N/A
Hive Guard = 0.48

As we can see, the Dakkafex deals with armour better than Hive Guard, doing marginally worse against AV12 and being unable to glance AV13/14 with Devourers. Note that this doesn't take into account a Carnifex's close combat ability against vehicles, which outshine the Hive Guard Impaler Cannons (D3 HoW and 4 S9 attacks on charge).


Against Toughness:

Spoiler:
T4:
Dakkafex Devs - 7.47 wounds
Hive Guard - 2.49 wounds

T5
Dakkafex Devs - 6.03 wounds
Hive Guard - 2.49

T6
Dakkafex Devs - 4.5 wounds
Hive Guard - 2.49 wounds

T7
Dakkafex Devs - 2.97 wounds
Hive Guard - 2.01 wounds

T8
Dakkafex Devs - 1.44 wounds
Hive Guard - 1.5 wounds

Again, the Dakkafex outshines the Hive Guard right up until T8, including Wraithknights. Note this does not take into account ID from S8 vs T4 and assumes no armour saves were made.


YMDC = nightmare 
   
Made in us
Fresh-Faced New User




That makes sense. So in lower point games I shouldn't be facing AV 13/14 that much anyway
   
 
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