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Made in gb
Regular Dakkanaut






Hey all,

So finished off my last project so onto something completely new to me and that's the big gribblies. I know they're not strong in 9th but enjoy a cerebral approach to my games, rather than pointing eradicators/redemptors/etc at something and winning.

In any case, I digress here's the list:


++ Battalion Detachment 0CP (Tyranids) [101 PL, 12CP, 2,000pts] ++

+ Configuration +

Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)

Detachment CP

Hive Fleet: Behemoth

+ HQ +

Malanthrope [8 PL, 150pts]

Neurothrope [5 PL, 95pts]: Power: Onslaught, Resonance Barb, Warlord

Tyranid Prime [5 PL, 90pts]: Adrenal Glands, Boneswords, Deathspitter, Toxin Sacs

+ Troops +

Ripper Swarms [4 PL, 48pts]
. 4x Ripper Swarm: 4x Claws and Teeth

Ripper Swarms [4 PL, 48pts]
. 4x Ripper Swarm: 4x Claws and Teeth

Tyranid Warriors [8 PL, 155pts]: Adrenal Glands
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter
. Tyranid Warrior: Boneswords, Deathspitter

+ Elites +

Hive Guard [12 PL, 300pts]
. 6x Hive Guard (Impaler): 6x Impaler Cannon

Lictor [2 PL, 37pts]: Flesh Hooks, Rending Claws

Lictor [2 PL, 37pts]: Flesh Hooks, Rending Claws

Zoanthropes [10 PL, 225pts]: Power: Psychic Scream
. 5x Zoanthrope: 5x Claws and Teeth

Zoanthropes [8 PL, 180pts]: Power: Psychic Scream
. 4x Zoanthrope: 4x Claws and Teeth

+ Fast Attack +

Dimachaeron [12 PL, 230pts]

+ Heavy Support +

Exocrine [9 PL, 170pts]

Scythed Hierodule [12 PL, 235pts]
. Adaptive Physiology: Dermic Symbiosis

++ Total: [101 PL, 12CP, 2,000pts] ++

So I'm still 50/50 with whether I go Kronos or Behemoth for hive fleet. With my heaviest hitters being assault units I'm leaning Behemoth (plus my colour scheme is also this).

The game plan with this force is to have troops spread on objectives far back. This includes my Tyranid warrior squad + prime that can kick out some decent dakka and also do a good job in combat. I'd pay a CP for the extra adaptations to negate -1 AP for that extra bit of durability. Rippers are flexible so go where I need.

Sat back would be the exorcrine + hive guard with a nice synapse bubble and -1 to hit from the malanthrope.

Zoans + Neurothrope going midboard to throw out nasty smites and powers.

Lictors I've been told are clutch in 9th to just take objectives and hide. They're cheap and well worth it from what I've seen.

The heavy hitters are my Dimachaeron and Hierodule. Both fast and fairly durable as nids go (especially with the dermic sembiosis). If one goes down T1 then it's taken the heat of the other alpha units which works fine.

It's abit of an allcomers list, got some good shooting that's great Vs marines as well as board control + speed. Also the psychic punch to keep up with eldar and the like.

My first mock up for a competitive list so would like to hear any advice. Fyi, I'm very agaisnt making a horde army, I don't have the inclination to every build and paint gaunts, just an FYI
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

My main gripe is the tyranid prime.
Consider that it costs around 3 times as much as a normal warrior, doesn't have any better equipment, and just adds 1 to the hit rolls of nearby warriors.

So your 5 warriors + the prime have a total of 18 shots with their deathspitters, and hit 2/3rds of the time, for an average of 12 hits.
You could instead have 8 warriors without the prime, giving you 24 shots hitting half the time, which also averages 12 hits.
You're at the point where its offensive buff breaks even with just taking more warriors.

Defensively taking extra warriors instead is superior, giving you more wounds and bodies which will be buffed with the ignore AP-1 and -2 adaptive physiology, and come under the effect of the -1 damage strat.

This message was edited 1 time. Last update was at 2020/12/15 20:40:21


 
   
Made in gb
Regular Dakkanaut






Arson Fire wrote:
My main gripe is the tyranid prime.
Consider that it costs around 3 times as much as a normal warrior, doesn't have any better equipment, and just adds 1 to the hit rolls of nearby warriors.

So your 5 warriors + the prime have a total of 18 shots with their deathspitters, and hit 2/3rds of the time, for an average of 12 hits.
You could instead have 8 warriors without the prime, giving you 24 shots hitting half the time, which also averages 12 hits.
You're at the point where its offensive buff breaks even with just taking more warriors.

Defensively taking extra warriors instead is superior, giving you more wounds and bodies which will be buffed with the ignore AP-1 and -2 adaptive physiology, and come under the effect of the -1 damage strat.


Hey,

My only gripe with this suggestion is that the blast weapons would shred the unit so definitely keep it to 5. Don't think there's another viable choice as HQ that synergizes with the list (or that I can fit points wise), so maybe I just take the 2 and take another warrior unit of 3?

Any thoughts on the Hive fleet?
   
Made in nz
Longtime Dakkanaut





Auckland, NZ

Naa, blast weapons aren't a big deal until you reach 11+ models.

GW has already confirmed that blast weapons which use multiple dice for the number of shots use 3 as the minimum number of shots for the whole weapon, rather than per dice, when fired at units in the 6-10 size range.
So the nastier blast weapons don't really get anything extra for units in that range.
Lesser blast weapons benefit a little more, but not enough for me to have had any issues whatsoever caused by it.
Putting more models under the effect of the ignore -1 and -2 AP adaptation outweighs occasionally taking an extra shot or two from some weapons.


The choice between Kronos and Behemoth is whether you want to buff the Hive Guard + Exocrine, or the Dimachaeron + Hierodule.
Personally I think Kronos helps a little more. The Symbiostorm power it provides is very strong, and the anti-psyker stratagem can be very useful to shut down a key power.
Re-rolling charges for behemoth is fine I guess, and the +1 to wound power is very nice, but in this list I don't think it provides quite as much benefit.

This message was edited 4 times. Last update was at 2020/12/16 11:53:01


 
   
Made in hk
Steadfast Ultramarine Sergeant




I suggest you switch the Hive Fleet choice to Kraken. That ensure your monsters get a 2nd turn charge at the very worst.
   
Made in gb
Regular Dakkanaut






Sounds good. I'll max out the squad and go Kronos. Tbh think the FW units will be the first things to die anyways and will get more out the exocrine and hive guard past 2/3rd turn.

Cheers!
   
 
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