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Made in fi
Locked in the Tower of Amareo





Ah yes what a crybaby reaction.

If somebody asks me to not use FW stuff then I ask them to not use GW codex stuff. That's where the real broken stuff are.

2024 painted/bought: 109/109 
   
Made in gb
Grim Dark Angels Interrogator-Chaplain





Cardiff

The most broken units are ones with GW rules. “FW=OP” is an old edition mindset. Many FW models are overcosted and under-useful. Pretty, though.

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
Made in be
Been Around the Block




tneva82 wrote:
Ah yes what a crybaby reaction.

If somebody asks me to not use FW stuff then I ask them to not use GW codex stuff. That's where the real broken stuff are.


Note: someone having a different opinion than your own does not equal being a crybaby.
Nobody is disputing there's some broken stuff in GW's codexes as well, but I still feel like FW has a lot more unbalanced units (in both ways, there are some severely overcosted FW units as well).

But to each his own.
   
Made in gb
Regular Dakkanaut




Polkadragon wrote:

Or, you know, just refuse to play against Forgeworld units.

I mean, why try to find solutions to units that are obviously broken beyond repair?
These days I always ask for a "no forgeworld" rule for casual games. I'll gladly accept the fact that I can't use my beloved Malanthrope then.

Of course, for tournaments it's a different matter, although I'm starting to see a "no forgeworld" trend there too.




Ah the classic I don't like it so it must be banned argument. Theres undercosted/over powered units in GW books too. Look for ways to compete against them. Banned them is just building a crutch which will get pulled away when an event lets them in.

   
Made in ca
Tunneling Trygon






Anyways... let's assume for discussion that you are actually playing against your opponents army. There's nothing tactics related about not playing the game, so let's leave that conversation for somewhere else. Every ITC tournament here in the states allows FW, but I can't speak to different metas. In the USA though, the tigershark is definitely something that you have to be prepared for if you're facing a competitive tau player.


 
   
Made in us
Rampaging Carnifex





Fredericksburg, Virginia

Polkadragon wrote:
tneva82 wrote:
Ah yes what a crybaby reaction.

If somebody asks me to not use FW stuff then I ask them to not use GW codex stuff. That's where the real broken stuff are.


Note: someone having a different opinion than your own does not equal being a crybaby.
Nobody is disputing there's some broken stuff in GW's codexes as well, but I still feel like FW has a lot more unbalanced units (in both ways, there are some severely overcosted FW units as well).

But to each his own.


This is a tactics thread where we try to come up with ways to defeat units or builds. Saying 'just don't play forgeworld' is not helpful, thus you're going to get some chaf for it.

6000+
2500
2000
2000
 
   
Made in us
Regular Dakkanaut





 jifel wrote:
Anyways... let's assume for discussion that you are actually playing against your opponents army. There's nothing tactics related about not playing the game, so let's leave that conversation for somewhere else. Every ITC tournament here in the states allows FW, but I can't speak to different metas. In the USA though, the tigershark is definitely something that you have to be prepared for if you're facing a competitive tau player.


Moving the conversation back to the actual subject of Tyranid Tactics.

I think that two sets of deep striking Shock Guard could do it. Shoot both at the first Tiger Shark, then double tap into the second one. If you have anything left on the table to plink with (hidden Impalers, smites, what have you) you might be able to finish it off. If he hides them in the backfield for three turns until you are forced to make a bad drop, well, that's three turns of not being tabled.

Mind control with an allied Magus is a good idea. A min Cult battalion is cheep, and brings useful objective grabbers.

I can't think of any IG battle brothers tools that will do it. Outflanking Shadowsword + min Cult + something Tyranid? Might work, but your not really playing Tyranids at that point.
   
Made in us
Tunneling Trygon






Sadly you can't outflank a Shadowsword if you bring it with Nids, because brood brothers replaces the Tallarn faction so you lose the good strat.


 
   
Made in au
Towering Hierophant Bio-Titan





Any of you guys got some ideas of how to spice up Rippers other than just buying the decent model from ForgeWorld (which I am considering)? Including conversions or posing or whatever? The base model is incredibly boring and bad

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

 SHUPPET wrote:
Any of you guys got some ideas of how to spice up Rippers other than just buying the decent model from ForgeWorld (which I am considering)? Including conversions or posing or whatever? The base model is incredibly boring and bad

Cut ‘em in half. Model them as coming up out of the ground, and/or burrowing down. It doubles the amount you get to boot. You can also model their base as little burrows using lotus seed pods.

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
Made in ca
Sneaky Lictor



oromocto

 SHUPPET wrote:
Any of you guys got some ideas of how to spice up Rippers other than just buying the decent model from ForgeWorld (which I am considering)? Including conversions or posing or whatever? The base model is incredibly boring and bad


Use interesting terrain bits on the base and incorperate the rippers digging through hopping over ect... Add a dead enemy model and have a ripper chest bursting out lots of options.
   
Made in us
Lone Wolf Sentinel Pilot






Texas

 SHUPPET wrote:
Any of you guys got some ideas of how to spice up Rippers other than just buying the decent model from ForgeWorld (which I am considering)? Including conversions or posing or whatever? The base model is incredibly boring and bad


Cool bases
Eating Corpses and lots of blood
Burrowing up from the ground


Automatically Appended Next Post:
 jifel wrote:
Anyways... let's assume for discussion that you are actually playing against your opponents army. There's nothing tactics related about not playing the game, so let's leave that conversation for somewhere else. Every ITC tournament here in the states allows FW, but I can't speak to different metas. In the USA though, the tigershark is definitely something that you have to be prepared for if you're facing a competitive tau player.


Best bet would be Single Minded Annihilation on Kronos Impaler Hive Guard. If you have Venom cannons shoot those at it as well. Smite it. Then charge it with a flyrant with MRC or Flyrant with Reaper of Obliterax. Try and degrade it T1 at least. Then throw the horror on it. Use Venom or Malanthrope to shield you good units. Charge iwth gargoyle and get a wound with blinding venom. Now it is basically either BS 2+ or 3+ depending on degrading. -1 for horror, -1 for venomthrope/malanthrope (if applicable), another -1 for gargoyle, if you take GSC you can do another -1. Just make the unit ineffective at shooting. Even if you only get 2 out of 4 of those you are making it hit on 4 or 5', and possibly 6's.

This message was edited 1 time. Last update was at 2018/06/27 14:59:21


10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in us
Regular Dakkanaut





 Dynas wrote:
 SHUPPET wrote:
Any of you guys got some ideas of how to spice up Rippers other than just buying the decent model from ForgeWorld (which I am considering)? Including conversions or posing or whatever? The base model is incredibly boring and bad


Cool bases
Eating Corpses and lots of blood
Burrowing up from the ground


Automatically Appended Next Post:
 jifel wrote:
Anyways... let's assume for discussion that you are actually playing against your opponents army. There's nothing tactics related about not playing the game, so let's leave that conversation for somewhere else. Every ITC tournament here in the states allows FW, but I can't speak to different metas. In the USA though, the tigershark is definitely something that you have to be prepared for if you're facing a competitive tau player.


Best bet would be Single Minded Annihilation on Kronos Impaler Hive Guard. If you have Venom cannons shoot those at it as well. Smite it. Then charge it with a flyrant with MRC or Flyrant with Reaper of Obliterax. Try and degrade it T1 at least. Then throw the horror on it. Use Venom or Malanthrope to shield you good units. Charge iwth gargoyle and get a wound with blinding venom. Now it is basically either BS 2+ or 3+ depending on degrading. -1 for horror, -1 for venomthrope/malanthrope (if applicable), another -1 for gargoyle, if you take GSC you can do another -1. Just make the unit ineffective at shooting. Even if you only get 2 out of 4 of those you are making it hit on 4 or 5', and possibly 6's.


That's a lot of different, disjointed pieces to try to build a list out of, and if it all works, still leaves you with one Tiger Shark untouched. I'm not saying it won't work, i'm saying putting all those parts into a list that is coherent and does well against a range of list is going to be a challenge.
   
Made in au
Towering Hierophant Bio-Titan





babelfish wrote:
 Dynas wrote:
 SHUPPET wrote:
Any of you guys got some ideas of how to spice up Rippers other than just buying the decent model from ForgeWorld (which I am considering)? Including conversions or posing or whatever? The base model is incredibly boring and bad


Cool bases
Eating Corpses and lots of blood
Burrowing up from the ground


Automatically Appended Next Post:
 jifel wrote:
Anyways... let's assume for discussion that you are actually playing against your opponents army. There's nothing tactics related about not playing the game, so let's leave that conversation for somewhere else. Every ITC tournament here in the states allows FW, but I can't speak to different metas. In the USA though, the tigershark is definitely something that you have to be prepared for if you're facing a competitive tau player.


Best bet would be Single Minded Annihilation on Kronos Impaler Hive Guard. If you have Venom cannons shoot those at it as well. Smite it. Then charge it with a flyrant with MRC or Flyrant with Reaper of Obliterax. Try and degrade it T1 at least. Then throw the horror on it. Use Venom or Malanthrope to shield you good units. Charge iwth gargoyle and get a wound with blinding venom. Now it is basically either BS 2+ or 3+ depending on degrading. -1 for horror, -1 for venomthrope/malanthrope (if applicable), another -1 for gargoyle, if you take GSC you can do another -1. Just make the unit ineffective at shooting. Even if you only get 2 out of 4 of those you are making it hit on 4 or 5', and possibly 6's.


That's a lot of different, disjointed pieces to try to build a list out of, and if it all works, still leaves you with one Tiger Shark untouched. I'm not saying it won't work, i'm saying putting all those parts into a list that is coherent and does well against a range of list is going to be a challenge.

Absolutely. Mind Control Magus seems the least restrictive inclusion there I will say. But a good player should be able to screen you out I think, especially with only 12" range, and the fact they can deploy in the very corner of the field (or almost anywhere they like vs Nids really)

This message was edited 1 time. Last update was at 2018/06/27 23:02:10


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in us
Raging Ravener





Just got back from my first tournament and thanks to a lot of advice from here I'm pretty happy with the results. We played 1000 points on 4'x4' tables and had 20 players.

I ran:
Hive Fleet Leviathan
1 Hive Tyrant (Wings, Miasma Canon)
1 Hive Tyrant (Wings, Venom Canon)
9 Genestealers (2 Acid Maw)
3 Rippers
3 Rippers
3 Hive Guard
1 Tyrannofex (Acid Spray)


I faced Necron Destroyer spam (12 Destroyers!) first and wound up tabling my opponent on turn 5 of 6. I did not play to missions very well here because I'm used to just play games without mission rules.
I faced Death Guard with Typhus, Daemon Prince, tons of Cultists and walkers, 2 Biologus Putrifier, and Predator next. I royally screwed the pooch on this one. He admitted before the game there was no way he should win this one. Turns out because I raced to get in to close combat fast he annihilated me. I should have stood and shot and made him come to me.
I faced Imperial Knights last and this was one I was afraid of all day because they were significantly present. It was a pretty close game but I wound up tabling him on turn 5. He ran one big Knight and three Helverin. The big guy just couldn't chew through Tyrants. He was my first opponent to really recognize the Tyrannofex as a huge threat on such a small table though.


Overall I went 2-1 and placed 9/20. I appreciate all the help figuring out what units were solid here.
   
Made in au
Towering Hierophant Bio-Titan





stalkerzero wrote:
I royally screwed the pooch on this one. He admitted before the game there was no way he should win this one. Turns out because I raced to get in to close combat fast he annihilated me. I should have stood and shot and made him come to me.

I wouldn't put too much heed to these sort of statements, people often downplay like this even if unintentionally.

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

IDK, CSM are one of my armies and if I had only a Predator to return fire against Venom and Miasma with a sprayfex as well, I’d be feeling both outgunned and also anxious about closing the gap. Recognising when your strong-in-melee army has the ranged advantage and leveraging that is important - I’ve had games where my Berzerkers keep their Rhinos parked, and let the enemy hordes and transports do the leg work whilst a single squad of Havocs dominates the shooting phase.

Nice list, @stalkerzero, looks like you built it well for the environment. Good work facing down the IK gatekeeper

   
Made in gb
Annoyed Blood Angel Devastator






Hi all,

I did post in the tactics thread but have had no takers so I thought I would come to the Oracle.

I am arranging a game against one of the staff at my local GW store, we want to recreate the game of lore where Necrons and BA fight against Tyrannids.

However, I know nothing about Tyrannids. Can anyone give any sort of heads up about what kind of thing Tyrannids will bring to the table? I don't want anything to be OP so if there is anything Necrons/BA should really avoid taking in the interest of a good game would be great (e.g. Pylons, multiple DDA's or Capt Slams).

Cheers in advance!

If you ever play with "that guy" remember this :
"there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!), If no single solution presents itself, you and your opponent should roll off, and whoever rolls the highest gets to choose what happens." BRB pg 180 
   
Made in au
Towering Hierophant Bio-Titan





 gkos wrote:
Hi all,

I did post in the tactics thread but have had no takers so I thought I would come to the Oracle.

I am arranging a game against one of the staff at my local GW store, we want to recreate the game of lore where Necrons and BA fight against Tyrannids.

However, I know nothing about Tyrannids. Can anyone give any sort of heads up about what kind of thing Tyrannids will bring to the table? I don't want anything to be OP so if there is anything Necrons/BA should really avoid taking in the interest of a good game would be great (e.g. Pylons, multiple DDA's or Capt Slams).

Cheers in advance!


I don't think Tyranids has anything CRAZY op that you can just stumble on. Don't fill the board up with Flying Hive Tyrants and you should be fine. Half the dex is kinda undertuned so it's likely you'll end up balancing yourself out no matter what you take.


How did the fight go in the lore?

This message was edited 1 time. Last update was at 2018/07/01 22:41:59


P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in gb
Annoyed Blood Angel Devastator






In the Lore, BA/Necrons won

The story goes that BA and Necrons were slugging it out when the Tyrannids rocked up, the BA and Necrons came to a decision that they should both concentrate on killing the Tyrannids so had a "semi alliance" is you can call it that.

I will be playing the BA, my son will be bringing the Necrons, GW staffer will be playing the Tyrannids.


Automatically Appended Next Post:
here is a famous image that records the situation at the end of the battle :
Spoiler:


This message was edited 1 time. Last update was at 2018/07/02 09:01:54


If you ever play with "that guy" remember this :
"there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent and apply the solution that makes the most sense to both of you (or seems the most fun!), If no single solution presents itself, you and your opponent should roll off, and whoever rolls the highest gets to choose what happens." BRB pg 180 
   
Made in us
Lone Wolf Sentinel Pilot






Texas

babelfish wrote:
 Dynas wrote:
 SHUPPET wrote:
Any of you guys got some ideas of how to spice up Rippers other than just buying the decent model from ForgeWorld (which I am considering)? Including conversions or posing or whatever? The base model is incredibly boring and bad


Cool bases
Eating Corpses and lots of blood
Burrowing up from the ground


Automatically Appended Next Post:
 jifel wrote:
Anyways... let's assume for discussion that you are actually playing against your opponents army. There's nothing tactics related about not playing the game, so let's leave that conversation for somewhere else. Every ITC tournament here in the states allows FW, but I can't speak to different metas. In the USA though, the tigershark is definitely something that you have to be prepared for if you're facing a competitive tau player.


Best bet would be Single Minded Annihilation on Kronos Impaler Hive Guard. If you have Venom cannons shoot those at it as well. Smite it. Then charge it with a flyrant with MRC or Flyrant with Reaper of Obliterax. Try and degrade it T1 at least. Then throw the horror on it. Use Venom or Malanthrope to shield you good units. Charge iwth gargoyle and get a wound with blinding venom. Now it is basically either BS 2+ or 3+ depending on degrading. -1 for horror, -1 for venomthrope/malanthrope (if applicable), another -1 for gargoyle, if you take GSC you can do another -1. Just make the unit ineffective at shooting. Even if you only get 2 out of 4 of those you are making it hit on 4 or 5', and possibly 6's.


That's a lot of different, disjointed pieces to try to build a list out of, and if it all works, still leaves you with one Tiger Shark untouched. I'm not saying it won't work, i'm saying putting all those parts into a list that is coherent and does well against a range of list is going to be a challenge.


Almost every tyranid list that is going to a Major GT in ITC format will have Flyrants, smite, -1 shrouding (Mal, Venom, Sporecist, Horror), and hive guard. Gargoyles I have yet to see. Its not really that difficult.

10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

 gkos wrote:
Hi all,

I did post in the tactics thread but have had no takers so I thought I would come to the Oracle.

I am arranging a game against one of the staff at my local GW store, we want to recreate the game of lore where Necrons and BA fight against Tyrannids.

However, I know nothing about Tyrannids. Can anyone give any sort of heads up about what kind of thing Tyrannids will bring to the table? I don't want anything to be OP so if there is anything Necrons/BA should really avoid taking in the interest of a good game would be great (e.g. Pylons, multiple DDA's or Capt Slams).

Cheers in advance!

I don’t think there’s anything you need to worry about bringing, except maybe the Pylons. Tyranids have a fairly strong codex with a variety of valid choices. They should hold their own fairly well with whatever you bring.

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
Made in gb
Dark Angels Neophyte Undergoing Surgeries




Hi guys, I'm looking to start a tyranid force in he near future and so I've been doing a lot of reading and some list building. Just looking for some input from the group and opinions etc.

I'm 100% going to start with a start collecting box (me and friend doing an escalation league type thing starting with the start collecting boxes) and I've always loved genestealers so wanted to build my army around those ideally.

The list below is my eventual aim at 2k points, gotta have a long term goal in mind right:-) the basic premise is:

Stealers and Broodlord sprint up the board and aim for first turn charge.
Hive tyrant mid board support and helping stealers where needed.
20x devgaunts tunnel with trygon and pop up to make use of the shoot twice stratagem.
Exocrines and hive guards as back line artillery, with psychic support from Neurothrope, screened by the 10 gaunts and a -1 to hit from Venomthropes.
Ripper swarms just objective grabbers.

So any thoughts?

++ Battalion Detachment +5CP (Tyranids) [53 PL, 890pts] ++

+ No Force Org Slot +

Discipline: Hive Mind

Hive Fleet: Kraken

Use Beta Rules

+ HQ +

Broodlord [8 PL, 162pts]: Power: Psychic Scream

Hive Tyrant [11 PL, 215pts]: Heavy Venom Cannon, Monstrous Rending Claws, Power: Catalyst, Power: The Horror, The Miasma Cannon, Warlord, Warlord Trait: One Step Ahead, Wings

+ Troops +

Genestealers [16 PL, 240pts]: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws, 20x Scything Talons

Genestealers [16 PL, 240pts]: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

++ Spearhead Detachment +1CP (Tyranids) [56 PL, 1105pts] ++

+ No Force Org Slot +

Discipline: Hive Mind

Hive Fleet: Kronos

+ HQ +

Neurothrope [4 PL, 70pts]: Power: Onslaught

+ Troops +

Termagants [6 PL, 160pts]
. 20x Termagant (Devourer): 20x Devourer

Termagants [3 PL, 40pts]: 10x Termagant (Fleshborer)

+ Elites +

Hive Guard [7 PL, 144pts]
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

Venomthropes [5 PL, 90pts]: 3x Venomthrope

+ Heavy Support +

Exocrine [11 PL, 216pts]

Exocrine [11 PL, 216pts]

Trygon [9 PL, 169pts]: 3x Massive Scything Talons, Toxinspike

++ Total: [109 PL, 1995pts] ++
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

garetheves wrote:
Hi guys, I'm looking to start a tyranid force in he near future and so I've been doing a lot of reading and some list building. Just looking for some input from the group and opinions etc.
Spoiler:

I'm 100% going to start with a start collecting box (me and friend doing an escalation league type thing starting with the start collecting boxes) and I've always loved genestealers so wanted to build my army around those ideally.

The list below is my eventual aim at 2k points, gotta have a long term goal in mind right:-) the basic premise is:

Stealers and Broodlord sprint up the board and aim for first turn charge.
Hive tyrant mid board support and helping stealers where needed.
20x devgaunts tunnel with trygon and pop up to make use of the shoot twice stratagem.
Exocrines and hive guards as back line artillery, with psychic support from Neurothrope, screened by the 10 gaunts and a -1 to hit from Venomthropes.
Ripper swarms just objective grabbers.

So any thoughts?

++ Battalion Detachment +5CP (Tyranids) [53 PL, 890pts] ++

+ No Force Org Slot +

Discipline: Hive Mind

Hive Fleet: Kraken

Use Beta Rules

+ HQ +

Broodlord [8 PL, 162pts]: Power: Psychic Scream

Hive Tyrant [11 PL, 215pts]: Heavy Venom Cannon, Monstrous Rending Claws, Power: Catalyst, Power: The Horror, The Miasma Cannon, Warlord, Warlord Trait: One Step Ahead, Wings

+ Troops +

Genestealers [16 PL, 240pts]: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws, 20x Scything Talons

Genestealers [16 PL, 240pts]: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

++ Spearhead Detachment +1CP (Tyranids) [56 PL, 1105pts] ++

+ No Force Org Slot +

Discipline: Hive Mind

Hive Fleet: Kronos

+ HQ +

Neurothrope [4 PL, 70pts]: Power: Onslaught

+ Troops +

Termagants [6 PL, 160pts]
. 20x Termagant (Devourer): 20x Devourer

Termagants [3 PL, 40pts]: 10x Termagant (Fleshborer)

+ Elites +

Hive Guard [7 PL, 144pts]
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

Venomthropes [5 PL, 90pts]: 3x Venomthrope

+ Heavy Support +

Exocrine [11 PL, 216pts]

Exocrine [11 PL, 216pts]

Trygon [9 PL, 169pts]: 3x Massive Scything Talons, Toxinspike

++ Total: [109 PL, 1995pts] ++

If you have the points you might try taking the Hive Guard broke up to 5-6 models; to make it another target for your Single-Minded Annihilation stratagem. Also consider swapping out the Neurothrope and Venomthropes for a Malanthrope if you don’t mind ForgeWorld. Hens immune to the DW tyranid stratagem, and is still a character making him a bit harder to kill. Plus he affects Monsters without needing 3 models, albeit with a smaller range.

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
Made in gb
Dark Angels Neophyte Undergoing Surgeries




 Sinful Hero wrote:
garetheves wrote:
Hi guys, I'm looking to start a tyranid force in he near future and so I've been doing a lot of reading and some list building. Just looking for some input from the group and opinions etc.
Spoiler:

I'm 100% going to start with a start collecting box (me and friend doing an escalation league type thing starting with the start collecting boxes) and I've always loved genestealers so wanted to build my army around those ideally.

The list below is my eventual aim at 2k points, gotta have a long term goal in mind right:-) the basic premise is:

Stealers and Broodlord sprint up the board and aim for first turn charge.
Hive tyrant mid board support and helping stealers where needed.
20x devgaunts tunnel with trygon and pop up to make use of the shoot twice stratagem.
Exocrines and hive guards as back line artillery, with psychic support from Neurothrope, screened by the 10 gaunts and a -1 to hit from Venomthropes.
Ripper swarms just objective grabbers.

So any thoughts?

++ Battalion Detachment +5CP (Tyranids) [53 PL, 890pts] ++

+ No Force Org Slot +

Discipline: Hive Mind

Hive Fleet: Kraken

Use Beta Rules

+ HQ +

Broodlord [8 PL, 162pts]: Power: Psychic Scream

Hive Tyrant [11 PL, 215pts]: Heavy Venom Cannon, Monstrous Rending Claws, Power: Catalyst, Power: The Horror, The Miasma Cannon, Warlord, Warlord Trait: One Step Ahead, Wings

+ Troops +

Genestealers [16 PL, 240pts]: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws, 20x Scything Talons

Genestealers [16 PL, 240pts]: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

++ Spearhead Detachment +1CP (Tyranids) [56 PL, 1105pts] ++

+ No Force Org Slot +

Discipline: Hive Mind

Hive Fleet: Kronos

+ HQ +

Neurothrope [4 PL, 70pts]: Power: Onslaught

+ Troops +

Termagants [6 PL, 160pts]
. 20x Termagant (Devourer): 20x Devourer

Termagants [3 PL, 40pts]: 10x Termagant (Fleshborer)

+ Elites +

Hive Guard [7 PL, 144pts]
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

Venomthropes [5 PL, 90pts]: 3x Venomthrope

+ Heavy Support +

Exocrine [11 PL, 216pts]

Exocrine [11 PL, 216pts]

Trygon [9 PL, 169pts]: 3x Massive Scything Talons, Toxinspike

++ Total: [109 PL, 1995pts] ++

If you have the points you might try taking the Hive Guard broke up to 5-6 models; to make it another target for your Single-Minded Annihilation stratagem. Also consider swapping out the Neurothrope and Venomthropes for a Malanthrope if you don’t mind ForgeWorld. Hens immune to the DW tyranid stratagem, and is still a character making him a bit harder to kill. Plus he affects Monsters without needing 3 models, albeit with a smaller range.


Yeah i did consider the Malanthrope but when i read the rules on it i was a little underwhelmed if im honest, unless im just reading it wrong, hence why i swapped for the venoms. Figured the extra range would be beneficial, but youre right about being harder to kill etc. Suppose the Venoms could just get taken out easily, and once 1 dies the exocrines are no longer protected.

In terms of the Hive Guard do you mean take 1 unit of 5-6 models as opposed to 3, or 2 units of 3 models? can only use the strategem once per round anyway so multiple units wouldnt benefit from that, but yes a larger unit would benefit more i guess. In a 2k list i wouldnt have the points unless i dropped something (1 exocrine or screening gaunts?) maybe drop some stealers?
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

garetheves wrote:
 Sinful Hero wrote:
garetheves wrote:
Hi guys, I'm looking to start a tyranid force in he near future and so I've been doing a lot of reading and some list building. Just looking for some input from the group and opinions etc.
Spoiler:

I'm 100% going to start with a start collecting box (me and friend doing an escalation league type thing starting with the start collecting boxes) and I've always loved genestealers so wanted to build my army around those ideally.

The list below is my eventual aim at 2k points, gotta have a long term goal in mind right:-) the basic premise is:

Stealers and Broodlord sprint up the board and aim for first turn charge.
Hive tyrant mid board support and helping stealers where needed.
20x devgaunts tunnel with trygon and pop up to make use of the shoot twice stratagem.
Exocrines and hive guards as back line artillery, with psychic support from Neurothrope, screened by the 10 gaunts and a -1 to hit from Venomthropes.
Ripper swarms just objective grabbers.

So any thoughts?

++ Battalion Detachment +5CP (Tyranids) [53 PL, 890pts] ++

+ No Force Org Slot +

Discipline: Hive Mind

Hive Fleet: Kraken

Use Beta Rules

+ HQ +

Broodlord [8 PL, 162pts]: Power: Psychic Scream

Hive Tyrant [11 PL, 215pts]: Heavy Venom Cannon, Monstrous Rending Claws, Power: Catalyst, Power: The Horror, The Miasma Cannon, Warlord, Warlord Trait: One Step Ahead, Wings

+ Troops +

Genestealers [16 PL, 240pts]: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws, 20x Scything Talons

Genestealers [16 PL, 240pts]: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

++ Spearhead Detachment +1CP (Tyranids) [56 PL, 1105pts] ++

+ No Force Org Slot +

Discipline: Hive Mind

Hive Fleet: Kronos

+ HQ +

Neurothrope [4 PL, 70pts]: Power: Onslaught

+ Troops +

Termagants [6 PL, 160pts]
. 20x Termagant (Devourer): 20x Devourer

Termagants [3 PL, 40pts]: 10x Termagant (Fleshborer)

+ Elites +

Hive Guard [7 PL, 144pts]
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

Venomthropes [5 PL, 90pts]: 3x Venomthrope

+ Heavy Support +

Exocrine [11 PL, 216pts]

Exocrine [11 PL, 216pts]

Trygon [9 PL, 169pts]: 3x Massive Scything Talons, Toxinspike

++ Total: [109 PL, 1995pts] ++

If you have the points you might try taking the Hive Guard broke up to 5-6 models; to make it another target for your Single-Minded Annihilation stratagem. Also consider swapping out the Neurothrope and Venomthropes for a Malanthrope if you don’t mind ForgeWorld. Hens immune to the DW tyranid stratagem, and is still a character making him a bit harder to kill. Plus he affects Monsters without needing 3 models, albeit with a smaller range.


Yeah i did consider the Malanthrope but when i read the rules on it i was a little underwhelmed if im honest, unless im just reading it wrong, hence why i swapped for the venoms. Figured the extra range would be beneficial, but youre right about being harder to kill etc. Suppose the Venoms could just get taken out easily, and once 1 dies the exocrines are no longer protected.

In terms of the Hive Guard do you mean take 1 unit of 5-6 models as opposed to 3, or 2 units of 3 models? can only use the strategem once per round anyway so multiple units wouldnt benefit from that, but yes a larger unit would benefit more i guess. In a 2k list i wouldnt have the points unless i dropped something (1 exocrine or screening gaunts?) maybe drop some stealers?

One brood of 5-6, or whatever you could squeeze in. You only use it once per turn, but it would give you the option if you lost the Termagant brood or if you really need the high strength and AP to take something out. The smaller bubble of the Malanthropeis a trade off to save you about 50 point- that’s a 4th Hive Guard. Removing the 10 man Termagant brood almost brings you up to a 5th. The loss of the screening unit is a concern of course. You could consider dropping a few Genestealers to fill out your Devourer-Gants up to 30 models and the last one or two Hive Guard.

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
Made in gb
Dark Angels Neophyte Undergoing Surgeries




 Sinful Hero wrote:
garetheves wrote:
 Sinful Hero wrote:
garetheves wrote:
Hi guys, I'm looking to start a tyranid force in he near future and so I've been doing a lot of reading and some list building. Just looking for some input from the group and opinions etc.
Spoiler:

I'm 100% going to start with a start collecting box (me and friend doing an escalation league type thing starting with the start collecting boxes) and I've always loved genestealers so wanted to build my army around those ideally.

The list below is my eventual aim at 2k points, gotta have a long term goal in mind right:-) the basic premise is:

Stealers and Broodlord sprint up the board and aim for first turn charge.
Hive tyrant mid board support and helping stealers where needed.
20x devgaunts tunnel with trygon and pop up to make use of the shoot twice stratagem.
Exocrines and hive guards as back line artillery, with psychic support from Neurothrope, screened by the 10 gaunts and a -1 to hit from Venomthropes.
Ripper swarms just objective grabbers.

So any thoughts?

++ Battalion Detachment +5CP (Tyranids) [53 PL, 890pts] ++

+ No Force Org Slot +

Discipline: Hive Mind

Hive Fleet: Kraken

Use Beta Rules

+ HQ +

Broodlord [8 PL, 162pts]: Power: Psychic Scream

Hive Tyrant [11 PL, 215pts]: Heavy Venom Cannon, Monstrous Rending Claws, Power: Catalyst, Power: The Horror, The Miasma Cannon, Warlord, Warlord Trait: One Step Ahead, Wings

+ Troops +

Genestealers [16 PL, 240pts]: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws, 20x Scything Talons

Genestealers [16 PL, 240pts]: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

++ Spearhead Detachment +1CP (Tyranids) [56 PL, 1105pts] ++

+ No Force Org Slot +

Discipline: Hive Mind

Hive Fleet: Kronos

+ HQ +

Neurothrope [4 PL, 70pts]: Power: Onslaught

+ Troops +

Termagants [6 PL, 160pts]
. 20x Termagant (Devourer): 20x Devourer

Termagants [3 PL, 40pts]: 10x Termagant (Fleshborer)

+ Elites +

Hive Guard [7 PL, 144pts]
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

Venomthropes [5 PL, 90pts]: 3x Venomthrope

+ Heavy Support +

Exocrine [11 PL, 216pts]

Exocrine [11 PL, 216pts]

Trygon [9 PL, 169pts]: 3x Massive Scything Talons, Toxinspike

++ Total: [109 PL, 1995pts] ++

If you have the points you might try taking the Hive Guard broke up to 5-6 models; to make it another target for your Single-Minded Annihilation stratagem. Also consider swapping out the Neurothrope and Venomthropes for a Malanthrope if you don’t mind ForgeWorld. Hens immune to the DW tyranid stratagem, and is still a character making him a bit harder to kill. Plus he affects Monsters without needing 3 models, albeit with a smaller range.


Yeah i did consider the Malanthrope but when i read the rules on it i was a little underwhelmed if im honest, unless im just reading it wrong, hence why i swapped for the venoms. Figured the extra range would be beneficial, but youre right about being harder to kill etc. Suppose the Venoms could just get taken out easily, and once 1 dies the exocrines are no longer protected.

In terms of the Hive Guard do you mean take 1 unit of 5-6 models as opposed to 3, or 2 units of 3 models? can only use the strategem once per round anyway so multiple units wouldnt benefit from that, but yes a larger unit would benefit more i guess. In a 2k list i wouldnt have the points unless i dropped something (1 exocrine or screening gaunts?) maybe drop some stealers?

One brood of 5-6, or whatever you could squeeze in. You only use it once per turn, but it would give you the option if you lost the Termagant brood or if you really need the high strength and AP to take something out. The smaller bubble of the Malanthropeis a trade off to save you about 50 point- that’s a 4th Hive Guard. Removing the 10 man Termagant brood almost brings you up to a 5th. The loss of the screening unit is a concern of course. You could consider dropping a few Genestealers to fill out your Devourer-Gants up to 30 models and the last one or two Hive Guard.


Ill have another look at the malenthrope then, cheers for your input
   
Made in au
Towering Hierophant Bio-Titan





Dynas wrote:
 jifel wrote:
Anyways... let's assume for discussion that you are actually playing against your opponents army. There's nothing tactics related about not playing the game, so let's leave that conversation for somewhere else. Every ITC tournament here in the states allows FW, but I can't speak to different metas. In the USA though, the tigershark is definitely something that you have to be prepared for if you're facing a competitive tau player.


Best bet would be Single Minded Annihilation on Kronos Impaler Hive Guard. If you have Venom cannons shoot those at it as well. Smite it. Then charge it with a flyrant with MRC or Flyrant with Reaper of Obliterax. Try and degrade it T1 at least. Then throw the horror on it. Use Venom or Malanthrope to shield you good units. Charge iwth gargoyle and get a wound with blinding venom. Now it is basically either BS 2+ or 3+ depending on degrading. -1 for horror, -1 for venomthrope/malanthrope (if applicable), another -1 for gargoyle, if you take GSC you can do another -1. Just make the unit ineffective at shooting. Even if you only get 2 out of 4 of those you are making it hit on 4 or 5', and possibly 6's.


That's a lot of different, disjointed pieces to try to build a list out of, and if it all works, still leaves you with one Tiger Shark untouched. I'm not saying it won't work, i'm saying putting all those parts into a list that is coherent and does well against a range of list is going to be a challenge.


Almost every tyranid list that is going to a Major GT in ITC format will have Flyrants, smite, -1 shrouding (Mal, Venom, Sporecist, Horror), and hive guard. Gargoyles I have yet to see. Its not really that difficult.
I'm guessing you missed the bit where he brought most these ingredients, even with a leg up on what you describe by being able to conceal the HG turn 1 and hit with deepstriking Shock Guard which is the most points effective thing we have here by a wide Margin, and still got wrecked by them. And good luck hiding Impaler Cannon Guard vs a unit with 75" movespeed and the ability to run and shoot without penalty turn 1. I think you're heavily underestimating how much damage two Tigers do turn 1. Playing against this will give you a better perspective

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in gb
Dark Angels Neophyte Undergoing Surgeries




 Sinful Hero wrote:
garetheves wrote:
 Sinful Hero wrote:
garetheves wrote:
Hi guys, I'm looking to start a tyranid force in he near future and so I've been doing a lot of reading and some list building. Just looking for some input from the group and opinions etc.
Spoiler:

I'm 100% going to start with a start collecting box (me and friend doing an escalation league type thing starting with the start collecting boxes) and I've always loved genestealers so wanted to build my army around those ideally.

The list below is my eventual aim at 2k points, gotta have a long term goal in mind right:-) the basic premise is:

Stealers and Broodlord sprint up the board and aim for first turn charge.
Hive tyrant mid board support and helping stealers where needed.
20x devgaunts tunnel with trygon and pop up to make use of the shoot twice stratagem.
Exocrines and hive guards as back line artillery, with psychic support from Neurothrope, screened by the 10 gaunts and a -1 to hit from Venomthropes.
Ripper swarms just objective grabbers.

So any thoughts?

++ Battalion Detachment +5CP (Tyranids) [53 PL, 890pts] ++

+ No Force Org Slot +

Discipline: Hive Mind

Hive Fleet: Kraken

Use Beta Rules

+ HQ +

Broodlord [8 PL, 162pts]: Power: Psychic Scream

Hive Tyrant [11 PL, 215pts]: Heavy Venom Cannon, Monstrous Rending Claws, Power: Catalyst, Power: The Horror, The Miasma Cannon, Warlord, Warlord Trait: One Step Ahead, Wings

+ Troops +

Genestealers [16 PL, 240pts]: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws, 20x Scything Talons

Genestealers [16 PL, 240pts]: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

++ Spearhead Detachment +1CP (Tyranids) [56 PL, 1105pts] ++

+ No Force Org Slot +

Discipline: Hive Mind

Hive Fleet: Kronos

+ HQ +

Neurothrope [4 PL, 70pts]: Power: Onslaught

+ Troops +

Termagants [6 PL, 160pts]
. 20x Termagant (Devourer): 20x Devourer

Termagants [3 PL, 40pts]: 10x Termagant (Fleshborer)

+ Elites +

Hive Guard [7 PL, 144pts]
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

Venomthropes [5 PL, 90pts]: 3x Venomthrope

+ Heavy Support +

Exocrine [11 PL, 216pts]

Exocrine [11 PL, 216pts]

Trygon [9 PL, 169pts]: 3x Massive Scything Talons, Toxinspike

++ Total: [109 PL, 1995pts] ++

If you have the points you might try taking the Hive Guard broke up to 5-6 models; to make it another target for your Single-Minded Annihilation stratagem. Also consider swapping out the Neurothrope and Venomthropes for a Malanthrope if you don’t mind ForgeWorld. Hens immune to the DW tyranid stratagem, and is still a character making him a bit harder to kill. Plus he affects Monsters without needing 3 models, albeit with a smaller range.


Yeah i did consider the Malanthrope but when i read the rules on it i was a little underwhelmed if im honest, unless im just reading it wrong, hence why i swapped for the venoms. Figured the extra range would be beneficial, but youre right about being harder to kill etc. Suppose the Venoms could just get taken out easily, and once 1 dies the exocrines are no longer protected.

In terms of the Hive Guard do you mean take 1 unit of 5-6 models as opposed to 3, or 2 units of 3 models? can only use the strategem once per round anyway so multiple units wouldnt benefit from that, but yes a larger unit would benefit more i guess. In a 2k list i wouldnt have the points unless i dropped something (1 exocrine or screening gaunts?) maybe drop some stealers?

One brood of 5-6, or whatever you could squeeze in. You only use it once per turn, but it would give you the option if you lost the Termagant brood or if you really need the high strength and AP to take something out. The smaller bubble of the Malanthropeis a trade off to save you about 50 point- that’s a 4th Hive Guard. Removing the 10 man Termagant brood almost brings you up to a 5th. The loss of the screening unit is a concern of course. You could consider dropping a few Genestealers to fill out your Devourer-Gants up to 30 models and the last one or two Hive Guard.


UPDATED LIST:
how about this now?


++ Battalion Detachment +5CP (Tyranids) [39 PL, 683pts] ++

+ No Force Org Slot +

Discipline: Hive Mind

Hive Fleet: Kraken

Use Beta Rules

+ HQ +

Broodlord [8 PL, 162pts]: Power: Psychic Scream

Hive Tyrant [11 PL, 215pts]: Heavy Venom Cannon, Monstrous Rending Claws, Power: Catalyst, Power: The Horror, The Miasma Cannon, Warlord, Warlord Trait: One Step Ahead, Wings

+ Troops +

Genestealers [16 PL, 240pts]: 5x Acid Maw
. 20x Genestealer: 20x Rending Claws, 20x Scything Talons

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm

++ Spearhead Detachment +1CP (Tyranids) [61 PL, 1309pts] ++

+ No Force Org Slot +

Discipline: Hive Mind

Hive Fleet: Kronos

+ HQ +

Malanthropes [5 PL, 140pts]: Malanthrope

+ Troops +

Termagants [9 PL, 240pts]
. 30x Termagant (Devourer): 30x Devourer

Termagants [3 PL, 40pts]: 10x Termagant (Fleshborer)

+ Elites +

Hive Guard [13 PL, 288pts]
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon
. Hive Guard: Impaler Cannon

+ Heavy Support +

Exocrine [11 PL, 216pts]

Exocrine [11 PL, 216pts]

Trygon [9 PL, 169pts]: 3x Massive Scything Talons, Toxinspike

++ Total: [100 PL, 1992pts] ++
   
Made in us
Fixture of Dakka





TN/AL/MS state line.

Looks like a pretty mean list garetheves.

Black Bases and Grey Plastic Forever:My quaint little hobby blog.

40k- The Kumunga Swarm (more)
Count Mortimer’s Private Security Force/Excavation Team (building)
Kabal of the Grieving Widow (less)

Plus other games- miniature and cardboard both. 
   
 
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