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Made in us
Been Around the Block




My casual Tyranid philosophy is to mix up strategies, but take optimized units. I've been trolling this forum for a few weeks, and I thought I'd post up my list to see if anyone has any suggestions about how to make my list more fun and/or competitive.

HQ:
Flyrant - 2 Scything Talons; Toxin Sacs; Toxic Miasma; Flesh Hooks; Warp Field.
Dakka Tyrant - 2 TL Devs; Enhanced Senses; Toxin Sacs; Extended Carapace.
- 3 Tyrant Guard - Scything and Rending.

Troops:
3x8 Gaunts w/ Fleshborers only.
2X8 Hormagaunts - Extended Carapace; Adrenal Glands(WS).
6 Genestealers - Carapace; Talons.

Heavy
Sniper Fex - 5 wounds; Senses; VC; BS.
2 Zoanthropes - Warp Blast; Synapse.

I know the 3 Tyrant Guard are a bit overkill in 1250, but I really like the way the unit looks on the table. Should I take Carapace off of the Dakka Tyrant?

I recently added the third gaunt brood over carapaced, weapon skilled rippers after freeing up some points. Was this a good move?

I see that people run Stealers without talons and scuttlers, but I run these behind the two shooty MCs or the flyrant combat. These actually get into combat after getting shot at once by quite a bit of bolter/troop fire equivalent in the normal game so that I usually get like 4 or so into combat. Is there a better way to get stealer attacks into combat?

What's better on the Sniper Fex, 5 wounds or a 2+ save. Also, my venom cannon or barbed strangler are both useful in just about every game I play, but they are hardly ever useful together. Should I exchange one of the weapons for something else?
   
Made in ca
Regular Dakkanaut




If I were you:

I'd take the warp field off the flyrant. It's too many points to justify.

Yes, I'd take the carapace off the old Tyrant. He has 3 guard.

I'd reduce the guard to 2.

That should free up some points for a LIctor, some Raveners, or more gaunts.

Record:

8th edition:
Tyranids: 5-4-3
Orks: 4-2-1

5th edition

Orks:18-5-1
Tyranids: 17-10-4

6th edition

Tyranids: 6-4-1
Orks: 3-1-0 
   
 
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