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Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

Please kick it around the room a few times, no Shooting Bio-weapons please I want a pure Assault list. Thank you in advance for advice, I want to start modelling soon but want to make an informed choice on what I put together.

Here it is:

    +++Leviathan Splinter Fleet:+++
    -Codename: Minotaur-

Army Total: 2499pts

    -HEAD QUARTERS 574-

    +++I HQ: Hive Tyrant+++
1 Unit
75pts

Biomorphs: 108pts
Acid Maw: 10pts
Adrenal Glands (I & WS): 19pts
Bio-plasma: 8pts
Enhanced Senses: 10pts
Extended Carapace: 25pts
Flesh Hooks: 4pts
Implant Attack: 12pts
Symbiote Rippers: 2pts
Toxin Sacs: 12pts
Toxic Miasma: 6pts

Weapon-symbiotes: 23pts
Lash Whip & bonesword: 15pts
Scything Talons: 8pts

Hive Mind Powers: 20pts
Warp Blast: 20pts

Unit total: 226

    +++Hive Tyrant Retinue: Tyrant Guard+++
3 Units
45pts each, total: 135

Biomorphs: 7pts each, total: 21pts
Flesh Hooks: 1pt
Implant Attack: 6pts

Retinue total: 156pts

    +++II HQ: Tyranid Warrior Brood+++
6 Strong
14pts each, total: 84pts

Biomorphs: 9pts each, total: 54
-Bio-plasma 3pts
-Extended Carapace 3pts
-Toxin Sacs 3pts

Weapon-symbiotes: 54
I: 2 x Scything Talons sets 8pts
II: 2 x Scything Talons sets 8pts
III: 2 x Scything Talons sets 8pts
IV: Scything Talons 4pts, Rending Claws 6pts
V: Scything Talons 4pts, Rending Claws 6pts
VI: Scything Talons 4pts, Rending Claws 6pts

Brood total: 192

    -ELITES 432-

    +++I Elites: Tyranid Warrior Brood+++
6 Strong
14pts each, total: 84pts

Biomorphs: 9pts each, total: 54
-Bio-plasma 3pts
-Extended Carapace 3pts
-Toxin Sacs 3pts

Weapon-symbiotes: 54
I: 2 x Scything Talons sets 8pts
II: 2 x Scything Talons sets 8pts
III: 2 x Scything Talons sets 8pts
IV: Scything Talons 4pts, Rending Claws 6pts
V: Scything Talons 4pts, Rending Claws 6pts
VI: Scything Talons 4pts, Rending Claws 6pts

Brood total: 192

    +++II Elites: Lictors+++
3 Units
80pts each, total 240pts

Total: 240pts

    -TROOPS 1096-

    +++I Troops: Genestealer Brood+++
12 Strong
16pts each, total: 192

Bio-weapons: 48pts
Extended Carapace: 4pts each

Brood total: 240pts

    +++II Troops: Genestealer Brood+++
12 Strong
16pts each, total: 192

Bio-weapons: 48pts
Extended Carapace: 4pts each

Brood total: 240pts

    +++III Troops: Genestealer Brood+++
12 Strong
16pts each, total: 192

Bio-weapons: 48pts
Extended Carapace: 4pts each

Brood total: 240pts


    +++IV Troops: ‘Teragaunt’ Gaunt Brood+++
16 Strong
4pts each, total: 64

Biomorphs: 3pts each, total: 48pts
Extended Carapace: 1pt
Toxin Sacs 2pts

Weapon-symbiote: 3pts each, total: 48pts
Fleshborer 3pts

Brood total: 160

    +++V Troops: Hormagaunt Brood+++
16 Strong
10pts each, total: 160pts

Biomorphs: 1pt each, total: 16pts
Extended Carapace: 1pt

Brood total: 176pts

    +++VI Troops: Ripper Swarm+++
4 Bases
10 pts each, total: 40pts

Swarm total: 40pts

    -HEAVY SUPPORT 397-

    +++I Heavy Support: ‘Screamer-Killer’ Carnifex+++
1 Unit
85pts

Biomorphs: 168pts
Adrenal Glands (I): 6pts
Adrenal Glands (WS): 4pts
Bio-plasma: 8pts
Bonded Exoskeleton: 20pts
Extended Carapace: 25pts
Flesh Hooks: 1pt
Implant Attack: 8pts
Regenerate: 30pts
Reinforced Chitin: 15pts
Symbiote Rippers: 2pts
Tail Weapon – scythe: 10pts
Thornback: 15pts
Toxin Sacs: 6pts
Toxic Miasma: 8pts
Tusked: 10pts

Weapon-symbiotes: 14pts
2 x Scything Talons sets 8pts each

Brood total: 267pts

    +++II Heavy Support: Zoanthrope+++
2 Strong
35 pts each, total: 70pts

Hive Mind Powers: 60pts total
I-Warp Blast: 20pts, Synapse: 10pts
II-Warp Blast: 20pts, Synapse: 10pts

Brood total: 130pts

Cheers Usiel

Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

DoW: FIRESTORM - http://dow.40k.se/~dow40k/forum 
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I hope you enjoy watching your Carnifex march 6" a turn and never making it into assault.

Methinks you should read Yakface's tactica on 'Fexes. It would help greatly.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Regular Dakkanaut




I think you may want a flyrant in there, help to speed your loist up a bit... the 'fex is a bit didgy UNLESS you can hold the enemy in place for it...
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA


If you are going to take an Assault list, be warned that you are going to lose quite a few times with no real chance to win the game, especially against mech armies (and even more especially againt mech skimmer armies).

However, if you are still determined to go this route there is one thing you should aim for above all else: immediate pressure. You need to stick with units that can put IMMEDIATE pressure on your opponent before they get a chance to shoot you to hell or move out of charge range.


That means you should stick to the following units:


*Flying Tyrant (your most dangerous unit).

*Scuttling Stealers (your workhorses, will be in combat on turn 2 most of the time).

*Scuttling Spinegaunts (your meatshield. They run with the Stealers and take fire from enemies who fail target priority, they can also capture table quarters or tie up shooting units while your Stealers fight).

*Cheap Warriors (Your Synapse backup for the Sinegaunts. Keep them relatively cheap with only Rending Claws/Scything Talons & Extended Carapace. They don't need to be tooled up to do a ton of damage in CC as your stealers will take care of that).

*Lictors (Your secret threat. They can be used sparingly to give your Spinegaunts a 3+ to hit in close combat with their Feeder Tendrils. Just don't take more than two as their high points cost really eats into your army's model count).

*Raveners (your scoring units/extra muscle. They can be used to back-up the flying Tyrant or to capture table quarters. Keep them in small units to maximize their flexibility).

I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

Cheers Yakface,

You have given me a lot to consider. The insight on the difference between Warriors and Genestealers will change my strategies a lot. I was intending to use my warriors as frontline fighters, but now I will steer them towards a supportive role and push with my Stealers.

I think my main problem is I'm very picky about the models I want to use. I love Raveners as a unit, but I don't like the current model, if it looked like the sketch in the 4th Ed codex I would use them in an instant. Though I have been considering converting some plastic warriors into Raveners (Just don't trust my modelling skills yet).

I?m using Fleshborer Gaunts as I have a bunch from the Macragge Set that was given to me and from my own set. Would loosing the Toxin Sacs and adding ?Without number? be viable as meatsheild use?

What is scuttling? Did I miss something in the Codex?

Can someone give me a link to Yakface's Carnifex Guide, because I really want to use them (Plus I own one =P).

Cheers again for everyone?s help
Usiel ? Building a Better Hive for a Bleaker Future

Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

DoW: FIRESTORM - http://dow.40k.se/~dow40k/forum 
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA


'Scuttlers' is a biomorph avaiable to both Genestealers (@ 3 points per model) and Gaunts (@ 2 points per model).

It gives the unit the 'Scout' USR, which allows them to make a free move before the game begins. Having units that can Fleet start 6" closer to the enemy makes a first turn charge possible and a 2nd turn charge likely.

This biomorph obviously adds to the cost of your core troops but if you build an army around the concept the pressure it puts on your opponent is well worth the loss of bodies in your force.


If you don't like Raveners, don't use 'em. They aren't key to your strategy but they do provide you with cheap scoring units that can capture objectives while your Stealers/Gaunts/Warriors charge towards the enemy.

I understand that you have Termagaunt models, but I would try to go out and buy some Spinegaunts instead. If you must, you can still use the Termagaunt as a meat-shield, they do only cost one point more per model. Its just that you really shouldn't be doing much shooting with the army as they are much better off being used to tie up enemy units in CC, especially when charging the same unit as a Lictor.


As for my Carnifex article, go up to the top of the page and click on the 'Articles' button. Mine is on the second page of articles near the bottom.

The thing is, I strongly advise against taking a CC Carnifex, something you seem rather keen on doing.


The last thing I'd advise is that if you aren't taking Raveners, you should most definitely fill your Fast Attack slots with Forgeworld Meiotic spores (if your gaming group/tournament allows them) or failing that, regular Bio-Acid Spore Mine clusters. These clusters will give you a small chance to destroy vehicles without getting to them in close combat.

Oh, BTW 'without number' is a horrible, horrible, horrible Biomorph. Never ever take it. It adds more to the points cost of a unit that is supposed to be cheap and expendable so your opponent gets more VPs for wiping them out.

Plus, when they come back on the board they often will have to spend several turns 'falling towards' whatever Synapse you have left (if you have any). If the game ends with them 'falling towards' a Synapse creature, they count as destroyed for VP purposes and can't capture table quarters or hold objectives.

In addition, if the enemy wipes them out a second (or subsequent) time, they get even MORE VPs. It really is a ridiculously horrible biomorph.

 


I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
Waaagh Dakka: click the banner to learn more! 
   
Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

Scuttling sounds awesome O.O will definitely add it to my forces

lol got it 'Without number' BAAAD, pity it's a nifty idea in concept.

I plan to use Raveners just waiting for new models or a way to convert Warriors that looks good.

Thanks again for the great advice

Usiel

Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

DoW: FIRESTORM - http://dow.40k.se/~dow40k/forum 
   
Made in us
Fresh-Faced New User




I saw a game recently at the local tables with an all assault list.  The game was a cluster from the beginning as it was an escalation cleanse(worst possible scenario for tyranid players).  The tyranid player had 2 squads of spinegaunts and 3 squads of warriors on the table to begin with.  None of his fast stuff (3 squads of four raveners and 3 squads of 16 hormagaunts) was on the table.  I hate escalation games.  The nearly mech eldar army was still defeated quite thoroughly.  The only things with guns on the board for the tyranids was the spinegaunts.  Personally, I would want a few biovores to support the assaults in the early stages, but the victory points was nearly a 900 point difference.  I've also seen a similar list overrun eldar and SM with a regular setup.  Raveners and h-gaunts are soo fast across the table, it even traps mech armies if the bug player is paying attention.  Don't submit to to the thought that it will loose most of the time.  It's just false.  Know your enemy and use the speed and rending to your advantage.  Rending can kill ANYTHING, even skimmers.  And you can catch the bastards.  Not easy, but it can be done.  That's why I personally like bio acid biovores.  Even saw a CC fex kill enough to help claim a corner.  If you want a CC list, remember, 12 inch assault and rending claws are your friend.  Plus, a squad of 3 warriors with RC and ST only costs 72 points.
   
Made in au
Regular Dakkanaut




Administratum Water Cooler Loiterer [Brisbane.Au]

Thanks for the vote of confidence for CC Tyranids =D. But I'm really not worried if I get thrashed a few times while I'm getting used to my army. I'm determined to learn how to win with it despite the odds. Not all my opponents will be as canny as Yakface which will help too.

Cheers
Usiel

Don't listen to Tzeentch children, he wont give you his pocket money if you kill each other

DoW: FIRESTORM - http://dow.40k.se/~dow40k/forum 
   
 
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