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Made in us
Never Forget Isstvan!






So this is the new nid list im gonna be working on. Comments and suggestions welcome.


Spoiler:
+++ War! (Warhammer 40,000 8th Edition) [113 PL, 13CP, 2,000pts] +++

++ Battalion Detachment +5CP (Tyranids) ++

+ No Force Org Slot +

Battle-forged CP

Detachment CP

Hive Fleet: Kraken

Stratagem: Bounty of the Hive Fleet: 1 Extra Bio-artefact

+ HQ +

Broodlord: Power: The Horror, Resonance Barb relic

Neurothrope: Power: Catalyst

+ Troops +

Genestealers: 5x Acid Maw, 20x Scything Talons
. 20x Genestealer: 20x Rending Claws

Hormagaunts: 18x Hormagaunt

Hormagaunts: 18x Hormagaunt

++ Battalion Detachment +5CP (Tyranids) ++

+ No Force Org Slot +

Detachment CP

Hive Fleet: Leviathan

Stratagem: Progeny of the Hive Fleet: 1 Extra trait

+ HQ +

Tyranid Prime: Adrenal Glands, Boneswords, Deathspitter

Tyranid Prime: Adrenal Glands, Boneswords, Deathspitter, Toxin Sacs, Warlord, Toxin sac relic

+ Troops +

Tyranid Warriors/w Enhanced Resistance
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior (Bio-cannon): Adrenal Glands, Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Adrenal Glands, Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Adrenal Glands, Boneswords, Venom Cannon

Tyranid Warriors/w Dynamic Camoflage
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior (Bio-cannon): Adrenal Glands, Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Adrenal Glands, Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Adrenal Glands, Boneswords, Venom Cannon

Tyranid Warriors
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter
. Tyranid Warrior (Bio-cannon): Adrenal Glands, Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Adrenal Glands, Boneswords, Venom Cannon
. Tyranid Warrior (Bio-cannon): Adrenal Glands, Boneswords, Venom Cannon

++ Spearhead Detachment +1CP (Tyranids) ++

+ No Force Org Slot +

Detachment CP1

Hive Fleet: Kronos

+ HQ +

Neurothrope/w New Kronos Power or The Horror or Psychic Scream

+ Heavy Support +

Biovores: 3x Biovore

Biovores: 3x Biovore

Biovores: 3x Biovore

Created with BattleScribe (https://battlescribe.net)




Plan is to Zoom the kraken stuff up the board as fast as possible to try and tie up the opponents army while the Warriors move up to the middle of the board to controll the game. Biovores are obviously dropping spores everywhere to annoy and distract opponent and hold a backfield objective.

Enhanced Resistance warriors run up front, and the camo warriors camp in the middle of the table in terrain. Other squad just goes where is needed.

This message was edited 1 time. Last update was at 2019/12/06 23:03:15


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Made in us
Longtime Dakkanaut



Cheyenne WY

This looks like a fun list! I have not been able to try out the new stuff yet but those Warriors look very Stronk! I hope you let us know how it plays, and the changes you make with experiance.

The will of the hive is always the same: HUNGER 
   
Made in de
Lurking Gaunt



schiedam

It looks nice but its a disaster waiting to happen.

one the neuro can't keep up with your fast units it only moves 5 inches i would replace it with a brood lord.
the main part of your army is very slow if you don't care about getting to the other side of the table i would change your army to yorm because of the +1 armor save and the option to deep strike your army .. via tunnel networks (more on this later)
biovors are fun but not really competitive and there is no synergy to your army.. your army is going forward and your biovors 1/4 of your army are staying behind this can be a good thing if you are guarding something but if not ... you are missing out on claiming points ... i would keep 1 unit for fun and fill the rest with cheap fexes.... they can keep up with your main assault force , and they can take a hit and can have a -1 to hit them ... unlike your warriors or genestealers... any cannon going in to a fex is one less in to you fragile troops.
if you claim the center of the board a malatrhope would really benefit your warriors . also a unit of ravangers because they give you the option to deep strike you do not have to but the option is nice they can grap objectives far a way that normally rippers would do for you.
the biovors dont need a baby sitter so i would go with a broodlord and send him on his way
these are just my opinions but i hope they help you
   
Made in us
Never Forget Isstvan!






Jormy is a great fleet trait, but you know that you can move your infantry into cover and the trait becomes useless.

With leviathan, I can get +1 save in cover, and have a 6+++. Tie that up with the strat to let warriors receive -1 dmg from multi-damage weaponry and ignoring -1/2 AP or getting +2 to my save for being in cover, and I have some very durable warriors.

I am tempted to drop 3 biovores for a malanthrope though since they got droped down to 120 points...………


Also, the nuero's can keep up fine. They might be slower, but they can advance every turn for no penalty since they shouldn't be charging and have no guns to worry about penalties.

This message was edited 1 time. Last update was at 2019/12/08 18:32:10


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Made in us
Lone Wolf Sentinel Pilot






Texas

Yeah i think you should drop the biovores for the malanthrope. YOu can daisy chain to get that malanthrope to shroud all the warriors. I don't think the biovore mortal wound would be enough to offset the value of -1 to hit.

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Made in de
Lurking Gaunt



schiedam

movement is key to a lot of things in 40K yorm give you options
DS and move around freely with out having to worry that your move is ending in having cover or not. Having the a mala gives you even better chance of positioning your troops for maximum efficiency.
you you go with levvy that is also a oke option they basically do the same make your troops last a little longer

@Dynas the biovores shoot 2 times so its 18 shots a turn @-1 thats a lot of spore mines .. they do severely limit the movement of your opponent , because its movement then shooting , and your opponent will have to allocate some weapons to dealing with spore mines. smaller elite army's will really struggle against this kind of things because there are all separate units
   
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Texas

Redinc wrote:
movement is key to a lot of things in 40K yorm give you options
DS and move around freely with out having to worry that your move is ending in having cover or not. Having the a mala gives you even better chance of positioning your troops for maximum efficiency.
you you go with levvy that is also a oke option they basically do the same make your troops last a little longer

@Dynas the biovores shoot 2 times so its 18 shots a turn @-1 thats a lot of spore mines .. they do severely limit the movement of your opponent , because its movement then shooting , and your opponent will have to allocate some weapons to dealing with spore mines. smaller elite army's will really struggle against this kind of things because there are all separate units


True, but you have to miss to get the spore mine, which means you arnt doing damage.
So its 360 points for 18 shots, which is also 18% of your list.

vs Space marines taking 3 thunderfire cannons....

360 points for 9 biovores with 18 shots
thunderfire cannons 243 for 3 guns; 4d3 shots each ; 12d3 and for 1 cp can slow movement AND still do the damage.


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Made in de
Lurking Gaunt



schiedam

but nids do not have thunder cannons can not completely restrict movement of your opponent.
spore mines do .. And missing is not that hard if they do not have hive mind in range its a -1 to hit .. with only hitting on 5s its not that hard to create them.. it will stop your opponent from moving troops you don't want them to move .. but the use case is very limited especially if you go up against more static army's or army's with key word fly... it is a lot of points .

I do think a better use case is the mala
But in my games i do see people always struggle to shoot the mines, so much fun to see they start they normal shooting and at the end of the phase they struggle to find a gun that has not fired to kill that last mine that just will not die . combine this this the fact that he has 80 models on the board running toward the enemy line and a second wave behind that with the warriors the first few turns could be interesting especially if nids get turn 1
   
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Auckland, NZ

Redinc wrote:

@Dynas the biovores shoot 2 times so its 18 shots a turn @-1 thats a lot of spore mines .. they do severely limit the movement of your opponent , because its movement then shooting , and your opponent will have to allocate some weapons to dealing with spore mines. smaller elite army's will really struggle against this kind of things because there are all separate units

I feel I may have missed something interesting in the new rules. What lets all the biovores shoot twice? The only thing I can think of is the old Single-Minded Annihilation stratagem, but that would only affect a single unit.
   
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Texas

Arson Fire wrote:
Redinc wrote:

@Dynas the biovores shoot 2 times so its 18 shots a turn @-1 thats a lot of spore mines .. they do severely limit the movement of your opponent , because its movement then shooting , and your opponent will have to allocate some weapons to dealing with spore mines. smaller elite army's will really struggle against this kind of things because there are all separate units

I feel I may have missed something interesting in the new rules. What lets all the biovores shoot twice? The only thing I can think of is the old Single-Minded Annihilation stratagem, but that would only affect a single unit.


Thats the one, I assumed he meant that strat, which would mean only 12 shots at most. Unless I too also missed something.

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