Switch Theme:

1000 pt tyranid army  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Raging Rat Ogre




Off Exhibit

This is an army for an escalation tournament. it's designed to be an all-comers list

HQ

1 Hive Tyrant - 142

Extended Carapace, Toxic Miasma, 2 sets of Scything Talons, Warp Blast

Elites

3 Tyranid Warriors - 129

Winged, Adrenal Glands (I), Flesh Hooks, Scything Talons, Rending Claws

3 Tyranid Warriors - 100

Enhanced Senses, Extended Carapace, Scything Talons, 1 Venom Cannon, 2 Deathspitters

Troops

6 Genestealers - 120

Extended Carapace

10 Termagants -  64

Extended Carapace, Fleshborer

10 Spinegaunts - 72

Extended Carapace, Spinefists

3 Ripper Swarms - 45

Leaping, Extended Carapace

3 Ripper Swarms - 45

Leaping, Extended Carapace

Fast Attack

2 Raveners - 98

1 w/2 Scything Talons, 1 w/Scything Talons and Rending Claws, 2 Devourers

Heavy Support

2 Zoanthropes - 130

Synapse Creature, Warp Blast

1 Biovore - 55

Acid Spore Mines

Total = 1000 pts.

Should I get rid of the Synapse on the Zoeys? I only have 2 units with Ld 5. I'd like to add 2 more termagants, and give the other Ravener rending claws. Good idea?

I know Biovores aren't good in groups, but I just use the one to target vehicles. It's a long shot, but it's the best I have for AV14 until my other units get in range.

I know many people don't think flying warriors work, but they aren't going away. I spent too much time converting them. I keep them in the back until the ripper swarms can tie up a few units. 

Any comments or suggestions are appreciated.

 


'Give me a fragging hand, Kage. Silence the fragging woman, Kage. Fragging eat the brains, Kage'

OT Zone - a more wretched hive of scum and villainy .
 
   
Made in us
Dakka Veteran





Plano, Texas

Allright... My post is gonna sound really harsh... but don't take it the wrong way... let's start from the top...

HQ

1 Hive Tyrant - 142

Extended Carapace, Toxic Miasma, 2 sets of Scything Talons, Warp Blast


You have a walking hive tyrant that is geared for assault, and has no guards. Not a good mix. If you're going to take an assault oriented tyrant, give him wings. If you're going to take a walking tyrant, give him a gun (or two), and a guard or two. Venom cannon and devourers are the best gun choices for a walking tyrant, as they both make use of the tyrant's high attack statline. A 2+ save isn't needed at such low points generally, unless your local IG/SM players pack lots of missile launchers.

Elites

3 Tyranid Warriors - 129

Winged, Adrenal Glands (I), Flesh Hooks, Scything Talons, Rending Claws

3 Tyranid Warriors - 100

Enhanced Senses, Extended Carapace, Scything Talons, 1 Venom Cannon, 2 Deathspitters


Winged warriors are rubbish. Don't take them. Ever. If you want CC warriors, stick to: Scytals, Rending Claws, Extended Carapace. Add +1 I and leaping to taste. If you want shooty warriors, stick to weapons that make use of warriors' multiple attack characteristic. Venom cannons and devourers.

Troops

6 Genestealers - 120

Extended Carapace


Fine, but there is only one brood of them. They instantly become traget priority number one, and without many other fast units that pose a threat to the enemy, expect to see them dead before they can make a major difference to the game.

Extended Carapace

10 Termagants - 64

Extended Carapace, Fleshborer

10 Spinegaunts - 72

Extended Carapace, Spinefists

3 Ripper Swarms - 45

Leaping, Extended Carapace

3 Ripper Swarms - 45

Leaping, Extended Carapace


Unfortunately, these are all pretty bad choices. Spinegaunts and termagaunts are not bad by themselves, but they do NOT need extended carapace. You're turning a 6+ save into a 5+ save... most weapons don't notice that difference, so you won't get a save anyways.

The rippers are likewise pretty poor. Leaping can work well, as it makes them a fast tarpit unit, but drop extended carapace. Also remember that they aren't scoring units.

Fast Attack

2 Raveners - 98

1 w/2 Scything Talons, 1 w/Scything Talons and Rending Claws, 2 Devourers


Don't understand what you're planning to use them for... with guns, you'll probably want to shoot instead of fleet, which makes them slow, and they will take awhile to get into range... with a measly 5+ save, they will be gunned down pretty easily by bolters. Deep striking them will get you into range for the devourers, but then you'll be close enough to be rapid fired to death in the next turn.

Heavy Support

2 Zoanthropes - 130

Synapse Creature, Warp Blast

1 Biovore - 55

Acid Spore Mines


The zoanthropes are fine, and will prove to be nice stable synapse platforms, and can work as semi-decent anti tank support in the late-game. Friends don't let friends use biovores. Drop it, take something else - you could get another 11 spinegaunts for the price of a biovore.




   
Made in us
Raging Rat Ogre




Off Exhibit

Okay, revised list, just the ones that were changed

ht - 158
enhanced senses, venom cannon, scytals, warp field, symbiote rippers

I play against opponents with a lot of high AP weapons. I need the tl devourers to make my dakkafexThe symbiote rippers are there because I had two extra points

Like I said before, the winged warriors are staying, bad choice or not. I think they make good counter-attack units. Plus, I worked hard to convert them. In my larger list, I run them with a winged tyrant w/bonesword

2nd 6 genestealer brood - 120

8 termagants - 56

10 spinegaunts - 50

5 ripper swarms - 75
ext. carapace, leaping.

The extended carapace has worked fine so far, as the rippers rarely loose a wound before combat, let alone a base. They usually hold that unit up for the rest of the game, barring powerfists.

2 raveners - 80
rending and scytals

2 zoeys - 110
warpblast

 

Thanks for the help.


'Give me a fragging hand, Kage. Silence the fragging woman, Kage. Fragging eat the brains, Kage'

OT Zone - a more wretched hive of scum and villainy .
 
   
Made in ca
Dakka Veteran




The Hammer

I hear what you're saying about the winged warriors. I'm too craven to try an assault unit that moves 6" in a Tyranid army, and leaping is a horrible pain to convert. Though I have been tempted to swop the talons and claws for a tl devourer...(it costs the same)

Since I reread the rules for spore mines, I've personally been considering trying my old brood. They formed the better part of my army's fire support in 3rd, with the 5" templates. However, the fact that spore mine clusters resolve as an ordinary barrage means they're not absolutely terrible. I don't think they'd be very worthwhile in a TMC-centered list, but they do create 20 sq" of AP3 template from behind the safety of a hill.

You should definitely find the points for synapse on the zoanthropes, as it will give you a lot more flexibility in escalation. Don't worry if you don't have the officially approved model for a TMC devourer, spare Gaunt devourers look okay if you glue two or three in or near each socket - my dakkafex has a total of eight hanging off his shoulders. Also another ten to trade the warp field for a tyrant guard would be good - is it better to have a 6+ save against a lascannon/plasma gun or another two wounds against it? (/rhetoric off) You'd need to clear 30 points to make room for x2 synapse creature for the zoey's and to upgrade the - I'd opt to either dump the rippers for ten spine gaunts, or cut ALLtheir upgrades. (I'd favour the former) Remove the flesh hooks from the flying Warriors and you're good. (an alternate to this could be dropping the symbiotic ripper from the Tyrant and swopping +1 I for +1 WS on the Wing Warriors, if you see them assaulting into cover a lot)

One final idea I'd have for you would be to drop the Raveners and use those point plus the fifty from the unupgraded rippers/suggested unit of spinegaunts, and removing two additional spinegaunts to take a Carnifex with a Barbed Strangler and Venom Cannon, flipping enhanced senses from the Tyrant onto him. It will be very helpful to have a second venom cannon, and a barbed strangler's nothing to scoff at either. You may even be able to scrape up 15 points for +1 W to make him atrue gunfex. Plus, it's always good to give your opponent a second monstrous target.

When soldiers think, it's called routing. 
   
 
Forum Index » 40K Army Lists
Go to: