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Made in us
Fresh-Faced New User




HQ

Hive Tyrant with Wings, 2x Twin-Linked Devourers, Adrenal Glands, Enhanced Senses, Toxin Sacs

8 Genestealers with Toxin Sacs, Extended Carapace

9 Gargoyles

Zoanthrope with Synapse Creature, Warp Blast

Biovore with toxin mines

Carnifex with Venom Cannon, Barbed Strangler, Enhanced, Reinforced Chitin, Spine Banks

8 Gaunts with fleshborers

8 Gaunts with fleshborers

8 Hormagaunts

8 Hormagaunts


WTF?! I have to buy the wings for my Tyrant seperately?! 
   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

#1 - either the Tyrant is tethered to the gaunts, or the gaunts are virtually useless. Zero other synapse.

#2 - the carnifex is overpriced and uses some questionable morphs; I'd trim some of the fat.

Really, the biggest failing is the dependence on one synapse for gaunt movement; Ld 5 to move is not your friend. Find points for a Zoey with synapse or something, anything that'll let you move the Tyrant independently and not force the gaunts to lurk or run uncontrollably.

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in us
Fresh-Faced New User




good point. ill take off the 9 model gaunt brood and add a zoey

the carnifex is expensive, but a lot of those points are their to make the enemy have a hard time killing him. He is a jack of all trades, VC for knocking out skimmers (Useful seeing how half the people in my school play either tau or eldar) strangler for killing troops, and spine banks for getting up close and personal with guys in cover. All the defensive upgrades are so he can withstand all the fire that will no doubt be aimed at him, especially to protect him from lasguns when he gets close to IG.


WTF?! I have to buy the wings for my Tyrant seperately?! 
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA


And yet, with those two guns, the last place you want that Carnifex is near the enemy. Getting him into combat would be the worst possible outcome.

As I said in my Carnifex article (check the article section of this site), neither Bonded Exoskeleton or Extended Carapace protect the Carnifex against his biggest threat: The Lascannon/Railgun.

So dropping those two upgrades saves you quite a chunk of change and doesn't make the Carnifex much less durable, especially if you keep him away from the enemy and in some cover (as you should).


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 us
Fresh-Faced New User




bonded exoskeleton does, however, render him invunerable to lasguns. The plan is to have him blast things while moving forward. Also, the Tyrant will also be absorbing some decent fire, so theyll have to split their fire between the two. Hopefully with the machine gun tyrant and the strangler the heavy weapon teams will be reasonably thined out so they can finish the straglers in CC. Zoey and Fex gets nice AT with warp blast and VC to keep railguns out of the way.

WTF?! I have to buy the wings for my Tyrant seperately?! 
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA


You're worried about Lasguns? Do I need to even bust out the statistics it takes to cause a wound on a Carnifex with a Lasgun? If you can convince your opponent to fire non-optimal weapons at your Carnifex because his Toughness is 6, then you should STICK WITH THE LOWER TOUGHNESS.

You've already won the game at that point.

Seriously. A Gunfex should not be moving towards the enemy (unless no targets are in range or you need to capture an objective/table quarter). He should be staying AWAY from the enemy and shooting. You shouldn't need to worry about a mass of bolters or Lasguns because he should be at max range.

Simply put, the Carnifex has too many biomorphs for his role and the size of the army. A normal gunfex (163 points) will provide you with the same firepower, essentially the same resilency (if you put him in cover), and costs more than 50 points less.




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 us
Regular Dakkanaut




First, zoanthrope with warp blast and synapse is 65. Take Yak's advice about gunfex, its one of our best deals. Also, why gargoyles? What I would do is drop the gargoyles, take one more hormgaunt, and break the hormgaunts into 2 units. More versatility and split fire. You have 6 troop choices, why not use them all? It helps immensely in deployment and saves your most important units for after your opponent's have already deployed. With the dropped gargoyles, take some raveners. They move terribly fast, same speed as horms, and should tandem well together. Also, why toxin sacs for genestealers? All you really care about is rending. At least take scything talons. Possibly drop the warp field. Too expensive for 1000 pts and you won't face that many ap 3 weapons. If you want to be sneaky, you could sneak in a broodlord. He'd be really tough to deal with at 1000.
   
Made in us
[ADMIN]
President of the Mat Ward Fan Club






Los Angeles, CA


I was only commenting on the Carnifex, BTW. Every single unit in this list is sub-optimal except for the Zoanthrope and the Hormagaunts.

1) At 1,000 pts a Hive Tyrant should never take a Warp Field (too many points).
2) I also strongly disagree with the conept of the shooty flying Tyrant (as you can read in the Tactics forum).
3) Toxin Sacs on a Genestealer is like giving Donald Trump an extra hundred bucks. . .what's the point?
4) The Gaunts should be Spineguants so you can get more bodies for the points.
5) Gargoyles should either be a big focus of the army or not used at all IMO.
6) I already discussed the Carnifex.
7) Zoanthrope and Hormagaunts are fine.


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 ca
Dakka Veteran




The Hammer

Not to spam, but Yak's marvelous on Tyranids. You can spend hours checking rules and days playing out alternate combinations, but the guy's right 99% of the time.
Another Zoanthrope wouldn't hurt, which you can cram in fairly easily. Don't think about the feedback your getting as criticism of your list-making abilities, btw - this is all basic stuff that will just save you time and money.

I differ on the Hormagaunts, however. +1 S and +1 I works well with leaping since every single member of the brood will be attacking. Fragile, yes, but nasty once they get stuck in, especially if your opponent is not wearing power armour. Fleshborers aren't as bad as they used to be - so if you're partially using the stuff from Battle for Macragge, it's not the end of the world. 20% isn't too much of a penalty on cheap expendables. Shaving your Tyrant and 'fex down to 131 (talons) and 163 points respectively, removing the toxin sacs from the 'stealers, removing the gargoyles, upgrading your hormies and paying the proper points for the Zoey gives you another 125 points with which to play around - enough for another brood of 'stealers with carapace, or another Zoey and 12 spinegaunts.
The reason I'd suggest talons on the Tyrant is he works well in support of the Hormies, and once you're stuck in he won't be able to shoot. Plus he gets to use his good WS, I, S and monstrous powers. That critter's a flying blender for the same cost as a small squad of Assault Marines. You're paying for the power to play tiddlywinks with Leman Russes - so you might as well use it.

When soldiers think, it's called routing. 
   
Made in gb
Longtime Dakkanaut





I've found with Hormogaunts, take them fully boosted (+1WS, +1S and +1I) and take them in large packs. They're absolutely lethal to whatever they contact and I5 means they are likely to hold space marines in combat.

Synapse isn't really an issue unless you lose combat - and here it can be as positive advantage, so long as you have anchored youir advance with a synapse creature. If Hormies get countercharged, on I5 they usually strike first, and then you pull models BtB to ensure you don't get run-down. Fall back into synapse, become fearless, rally 3", fleet, and then 12" charge back in (15+d6 is usually greater than 3D6). In fact it can be an advantage, as your hormies won't get tarpitted by a Wraithlord or Dreadnought that way.

Hodge-Podge says: Run with the Devil, Shout Satan's Might. Deathtongue! Deathtongue! The Beast arises tonight!
 
   
Made in us
Fresh-Faced New User




OK, OK, list was crap. But its fixed now!

WTF?! I have to buy the wings for my Tyrant seperately?! 
   
 
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