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Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

Batallion and vanguard detachments, total of 7 CP

I think i'll go for kraken to get the infatry across the board as fast as possible, i'll also spam those cp's first and second round to pack as big of a punch as possible round 1 and 2.

The behemoth (re-roll charge range) is also nice when i have 2 trygons and 20 genestealers charging from the tunnels. I'd like som advice on what hive fleet to choose, also any other alterations or combos i haven't thought of.



The plan is to start the zoans, devil gaunsts one of the genestealer units and trygons in reserve. They all jump out turn 1.

Psychic barrage the juiciest units, devil gaunts deal with chaff units, and the genestealers take down tougher targets.

Any comments or advice appreciated.



++ Brigade Detachment +9CP (Tyranids) [109 PL, 2000pts] ++


Hive Fleet: Kraken?

+ HQ +

Broodlord [8 PL, 162pts]: Monstrous Rending Claws

Broodlord [8 PL, 162pts]: Monstrous Rending Claws

Malanthropes [5 PL, 90pts]: Malanthrope

+ Troops +

Genestealers [16 PL, 228pts]
. 19x Genestealer: 19x Rending Claws

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

Hormagaunts [3 PL, 50pts]: 10x Hormagaunt

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

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

Termagants [9 PL, 200pts]
. 20x Termagant (Devourer): 20x Devourer
. 10x Termagant (Fleshborer)

+ Elites +

Zoanthropes [6 PL, 120pts]: 3x Zoanthrope

Zoanthropes [6 PL, 120pts]: 3x Zoanthrope

Zoanthropes [6 PL, 120pts]: 3x Zoanthrope

+ Heavy Support +

Biovores [2 PL, 36pts]: Biovore

Trygon Prime [10 PL, 203pts]: Adrenal Glands, Biostatic Rattle, 3x Massive Scything Talons

Trygon Prime [10 PL, 203pts]: Adrenal Glands, Biostatic Rattle, 3x Massive Scything Talons

++ Total: [109 PL, 2000pts] ++

Created with BattleScribe
   
Made in us
Longtime Dakkanaut



Cheyenne WY

Looks like a fun list. Its nice to see some Zoeys in a list. Krakon is best for movement on the table, Behemoth should work well for a DS force. I think Behemoth has a Strat that gives a charging unit HOW, so that might add some "punch".

Clearing out bubblewrap is likely to be your biggest challenge, so you may need to tweak things after a play, or two. Good luck! And good hunting!

The will of the hive is always the same: HUNGER 
   
Made in no
Mutilatin' Mad Dok





Norway, Tønsberg

pinecone77 wrote:
Looks like a fun list. Its nice to see some Zoeys in a list. Krakon is best for movement on the table, Behemoth should work well for a DS force. I think Behemoth has a Strat that gives a charging unit HOW, so that might add some "punch".

Clearing out bubblewrap is likely to be your biggest challenge, so you may need to tweak things after a play, or two. Good luck! And good hunting!


yes, bubble wraps are hard to get through. But with most big auras(re-roll to hit and to wound) being 6" i see people are stuffing chapter masters and sergeants really close together. The zoan stratagem where you hit all unit within 3" of a point on the map. Thats gonna hit hard espesially on low wound characters.


Automatically Appended Next Post:
Do you guys think the 3 units of zoans coming up with the trygon will be the main target priority in this list?

This message was edited 1 time. Last update was at 2017/11/14 20:21:49


 
   
Made in us
Ferocious Blood Claw






 killerpenguin wrote:
pinecone77 wrote:
Looks like a fun list. Its nice to see some Zoeys in a list. Krakon is best for movement on the table, Behemoth should work well for a DS force. I think Behemoth has a Strat that gives a charging unit HOW, so that might add some "punch".

Clearing out bubblewrap is likely to be your biggest challenge, so you may need to tweak things after a play, or two. Good luck! And good hunting!


yes, bubble wraps are hard to get through. But with most big auras(re-roll to hit and to wound) being 6" i see people are stuffing chapter masters and sergeants really close together. The zoan stratagem where you hit all unit within 3" of a point on the map. Thats gonna hit hard espesially on low wound characters.


Automatically Appended Next Post:
Do you guys think the 3 units of zoans coming up with the trygon will be the main target priority in this list?


id personally be firing my HWs at your Trygons and small arms fire at your stealers to start with.


Also I see 2 Trygons and 3 DS units, how are you DS the third unit?

This message was edited 1 time. Last update was at 2017/11/15 01:21:24


3000 Points
1000 Points 
   
Made in us
Plaguebearer with a Flu




Atlanta, GA

He using the strategem to put all three next to one trygon since they are not troops


Automatically Appended Next Post:
But that is a Jormungdor(so?) only strat, so that kind of sets which hive fleet you are using.

This message was edited 1 time. Last update was at 2017/11/15 11:50:31


 
   
Made in us
Never Forget Isstvan!






Honestly i'd downgrade one Tprime to a regular trygon, ditch the termagaunts for another ripper squad, and use the points to get more hormagaunts, biovores, and that last genestealer.

Also jormagundyr trait favors genestealers with extended carapase as it gives them a 3 up save if you don't advance or charge them.

This message was edited 1 time. Last update was at 2017/11/15 12:57:18


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Made in us
Fresh-Faced New User




For 2K you can do something like the below. It works great and helps showcase 3 detachments.

Pay 2 CP's to put genestealers and BL in tunnels. They use the Tyrgons or the ravenors for transport. I recommend the ravenors for transport on the genestealers as you can weave stealers between the ravenors and in a single row behind that. The BL can even fit between the ravenors and stealers as well so your pretty much guaranteed that BL buff on the stealers. Ravenors are great for soaking overwatch and being in behemoth, they'll re-oll a failed charge and most likely make it in. This is invaluable to your stealers. The pair of primes is well, a pair of tyrgons at your opponents doorstep turn 1. They have glands and re-roll charges so they will get in. You can give one the chameleonic skin upgrade for -1 to hit to help keep him alive or add ymgarl factor which is nice on either the prime or your BL.

The swarmlord and melee fexes take advantage of the 3d6 pick highest kraken trait and will get into the lines a turn or two after your alpha strike (Maybe 3 for the fexes). Swarmy can use opportunistic advance and Hive Commander on himself and move 20" to 30". If you get onslaught off, you can add another 1 to 6" as he will advance when you use Hive Commander. Move 36" and still charge on Swarmy? yes please.

One item to watch is the carnifexes will loose synapse if you catapult swarmy across the field so a neurothrope in the vanguard detachment would be nice but not necessary. The tyrant guard will be left behind but your really paying 96pts to keep swarmy from being blown off the table T1 if you go 2nd. In the end you have a decent Apha strike, rippers can grab objectives, a fair amount of psychic powers and psychic denying units, hard hitting units and a strong backfield. It's also really fun to play.

Patrol - Jormungandr
Broodlord
genestealers x20

Battalion - Behemoth
Neurothrope
Neurothrope
Rippers x3
Rippers x3
Hormagaunt blob or warrior blob
Ravenors x3
Ravenors x3
Trygon Prime, adrenal glands
Trygon Prime, adrenal glands

Vanguard Detachment - Kraken
Swramlord
Tyrant Guard x3
Carnifex - Either dakka or melee
Carnifex - Either dakka or melee
Carnifex - Either dakka or melee
   
Made in us
Clousseau





East Bay, Ca, US

Your Zoanthropes will drop like a bad habit and probably do little of consequence.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
 
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