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Made in us
Scuttling Genestealer




Edit: Reserves heavy theme. First departure from paying a ton of points for tervigon powers. Hoping using the points on more units will counterbalance it. 5 units in reserves coming in on 2+ is fun too.

HQ
Flyrant 2x Devourers (Warlord)
Flyrant 2x Devourers (Hive Commander)

Elite
3 Zoanthropes, pod
Doom, pod
10 Ymgarls

Troop
10 Termagants
10 Termagants
10 Termagants
Tervigon, 2 psychic powers
Tervigon, 2 psychic powers
Tervigon, 2 psychic powers

Heavy
Trygon

This message was edited 2 times. Last update was at 2013/09/28 06:16:50


 
   
Made in us
Scuttling Genestealer




Thinking about dropping a unit of hive guard and the adrenal glands on the tervigons for the doom in a pod
   
Made in us
Boom! Leman Russ Commander





Ohio

Doom in a pod is hit or miss at times, he can easily soak up wounds and hurt multiple squads with his leach. But remember 1 s8+ shot will insta kill him if you fail the save. But its your call. I know Doom is pretty great with his high strength blast and ap1.

 
   
Made in us
Scuttling Genestealer




Edited list
   
Made in us
Longtime Dakkanaut




 tankboy145 wrote:
Doom in a pod is hit or miss at times, he can easily soak up wounds and hurt multiple squads with his leach. But remember 1 s8+ shot will insta kill him if you fail the save. But its your call. I know Doom is pretty great with his high strength blast and ap1.


It is a long shot but doom with Iron Arm is just mean to do.
   
Made in us
Sneaky Lictor





barnowl wrote:
 tankboy145 wrote:
Doom in a pod is hit or miss at times, he can easily soak up wounds and hurt multiple squads with his leach. But remember 1 s8+ shot will insta kill him if you fail the save. But its your call. I know Doom is pretty great with his high strength blast and ap1.


It is a long shot but doom with Iron Arm is just mean to do.


Eh, don't waste the swap on that...just get the psychic scream and hit them with that.. Almost kill a riptide or Wraithknight in 1 shooting phase? Yes please.
   
Made in us
Tunneling Trygon






No extra Psychic Powers on the Tervigons? Those are worth their weight in gold!


 
   
Made in us
Focused Fire Warrior




He did note he was attempting to move away from Psychic Powers on Tervis this list.

Honestly this thing looks like it would be a lot of fun to play against. I'm a Tau so I don't see it as a super threat, but then again I can see myself getting one or two rolls really wrong and just opening myself up to a really messed up mid-game if those reserves all come in together and I can't stop at least the Doom (these things do happen!)

Best of luck with it. Wish I had more Nid experience to give you advice.

NYC Warmongers

2016 ATC Team Tournament Third Place Team: Tank You Very Much
2016 Golden Sprue Best Overall
2015 Templecon Best General
2014 Mechanicon Best General/Iron Man
2013 Mechanicon Best General  
   
Made in au
Scuttling Genestealer






personally I think that the tervigons need 1 power, FnP. DONT SWAP IT (very important therefore caps ), its cheap and its worth more to you than AG or TS in many ways. Yes I know you wanted to move away from that but I feel moving away from that when there is very little anti blessing out there is a bit pointless especially when you get FnP for your game.

secondly doom.... one word, Risky. one missle launcher to the face and it could be good bye doom, I know the probability is 19% but I've seen crazier things happen more often! and that's just one shot, if my TML LS shoots its two shots at you, the expected value for that is 0.37 ... which is about 1/3 of the time its on average going to kill you. unless you swap out for iron arm but if you don't get iron arm than what was the point of swapping and really it just seems to me like risk fest. personally I find units like that are units for very optimistic people and that is not me, I usually try to expect a slight below average game and try to win from their, seems to work.

thirdly, trygon... has that worked for you in 6th ed? or late 5th ed? IDK about you but when I used to spam them (a slight exaggeration there) they were still to easy to kill and since I've recently started dark angels its obvious why. I think if I wanted, without devoting too much effort I could kill doom and a trygon in 1 turn before you get to properly use them with my 2k (1999+1) comp list. infact i can ID them both with out force weapons irrelevant point there but hey..

I personally think there needs to be more points allocated else where because these guys are really expensive and from where I play you would never get your points out of them, not tactically and not damage wise.

now besides the pessimistic stuff, love the HT's love the troops besides my first suggestion. and potentially like the ymgarls if you use them right. make sure you charge units before hand with gants to soak up OW so they dont get smashed. that is particularly difficult against tau but with proper spam its doable. I dont know but maybe gargs would help with that but they are particularly easy to kill. As for HS you should really consider biovores, they are awesome and they destroy suckers who still thing cover saves are worth something everyone one else is ignoring them so join the club!! (that is tau, eldar and DA lists who take whirl winds (which are cheap and great) and many more units and units to come)

besides doom and trygons I think the list is pretty standard and decent but I would consider, counter charge units, more ymgarls, hive guard and certainly biovores. I hope my pessimistic look on doom and trygons didn't make you annoyed or upset with my comment but personally I can no longer justify them tactically or mathematically so I dont take them.

Good luck with the tournament

hive fleet Nemean- 2500pt
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Made in gb
Shas'ui with Bonding Knife





fareham, hants, uk

HQ
Flyrant 2x Devourers (Warlord)
Flyrant 2x Devourers (Hive Commander)


Sweet

Elite
3 Zoanthropes, pod
Doom, pod
10 Ymgarls


Solid

Troop
10 Termagants
10 Termagants
10 Termagants
Tervigon, AG, TS, Scything Talons (Outflanker)
Tervigon, TS
Tervigon, TS


Naturally

Heavy
Trygon


The one thing i would consider changing for a dakka fex. they are great mobile gun platforms who are still str 9 in combat, plus 12 twin linked str6 shots is good against just about everything because any AV13-14 simply gets charged. Can also help with flyers.

Either way i think its a very solid list.

All anyone wants in the world is to be accepted. Except me, i don't give a S%@t.

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The Hobbit/LOTR- Evil, Angmar, Mordor
 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

I've been running Doom since 6th edition dropped and I used to swear up and down that Psychic Shriek was the best go to option on Doom. But realistically attempting Biomancy is better.

Two major reasons:
1 - You actually get Iron Arm. Now he's a monster and can't die to double strength shots. He will make his points back in shots fired at him alone.

2 - If you don't get that 1/6, you pick up Smite. You might think this is crazy, but let's run some "rough" (extremely rough) numbers.

Psychic Shriek -
Witchfire - Needs 3+ to hit. 33% fail chance
Deny the Witch - 6+. Another 16% fail chance
Leadership check - Only average 10 or 11 on 3-dice. A lot of models in this game have high leadership. The ones with low leadership aren't worth as many points. On average, 4-5 dead Guard, 2-3 dead Marines, or 0-1 wounds on HQs.
(Overall, 49% fail chance with a low average of wounds caused on the other 51% of "success")

Smite -
Witchfire - Needs 3+ to hit. 33% fail chance. 4 attempts (3-4 hits on average)
Deny the Witch - 6+. 16% fail chance.
To Wounds (S4) - Shooting at T4 (MEQ/TEQ). 50% fail chance (2-3 wounds).
(Overall, 16% fail chance, but since you're looking at 4 different shots: about 1-2 reliable wounds on any T4 model)

If you're comparing the two, Shriek can cause more wounds in 1 round of shooting. The potential is there, but there is also potential is flops and does nothing. Smite, due to the RoF, can do more wounds, more reliably. Yes, it's only S4, but if you're looking to get some of Doom's points back, Smite is the way to go. There will always be T4 or lower models to aim at and Doom will also get Spirit Leech, so the threat of killing riptides/wrathknights are still there, but now you have another means of causing wounds to other models, that can make back quite a few points.

In summary, you'll be a lot more reliable to absorbing a few more wounds, scoring a few more points back, and get some of your points back from using Doom. On top of his Spirit Leech, you're adding more point-value to Doom. Don't forget, the main reason you take Doom. Board position and distraction. The fact that you're rolling for Iron Arm is a bonus. Smite can start paying for Doom even if Spirit Leech flops. AP2 is incredibly strong. You can aim at Tacticals out in the open for some free points or you can aim at Terminators if they need to be taken care of.

YMMV, but taking Smite over Psychic Shriek has almost always been better for me. It's a much more reliable way to get "guaranteed" points back. I use "guaranteed" loosely.
   
Made in us
Lurking Gaunt




Unless Doom gets charged. Smite can't be used in combat but Shriek can? I could be wrong, don't have my book in front of me at the moment but I thought this was how it worked.

I used to swear up and down that Trygons were more superior than Dakkafexes because they had more wounds and could therefore stay on the table longer, but gameplay has proven that wrong, at least in my area. People tend to target the Trygons way more than the Fex.

"El queso está viejo y pútrido. ¿Dónde está el sanitario?"

 
   
Made in us
Scuttling Genestealer




All the advice is very welcome. I'd had the same reservations about the Trygon, but had no idea where to allocate his points due to force org restrictions. Biovores sound like the perfect answer! A pair of them replacing the Trygon would also allow me to buff up the upgrades on the tervigons. I have biovore models I haven't used since 3rd.
   
Made in us
Member of a Lodge? I Can't Say




OK

I'm not a tyranid player, but I have to say that loading up tervigon with as many psychic powers as possible makes them ridiculous, and are well worth it. Iron arm tervs will not go down, and can really bear down on the enemy.
Also, the trygon will definitely get targeted by the whole enemy army, but I would say that is very much a good thing.
I haven't battled dakkafexes, but with 4 wounds they aren't really hard to kill. It always seems like trygons get left with 1 wound when the dust settles...



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Made in us
Bounding Dark Angels Assault Marine



Memphis,TN

Try taking 1 more pod so you can bring doom in at a later round when hes really valuable.
   
Made in us
Scuttling Genestealer




I ended up deciding to add an extra power on each tervigon, even if it means losing toxin sacs.
   
Made in gb
Sinewy Scourge




Warrington, UK

Also remember that the Doom is a monsterous creature so if you charge it you can smash attack. Consider that when it is in combat it cannot be shot at so that might save it. The spirit leech still goes off while in combat. I would advocate charging second turn with the doom to save its skin if its still alive.

Rolling on Biomancy isn't as bad as you might think. Iron Arm, Endurance or Warp Speed are very good.

Warp Speed with a Smash Attack would make even a Ruptide poop itself. 1 attack base, 1 for charging and D3 extra is nothing to shy away from, especially when it is a smash attack at strength 8-10 and AP2...

This message was edited 3 times. Last update was at 2013/09/28 20:49:27


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Dark Eldar 35,000pts
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Made in us
Sneaky Lictor





Shingen wrote:
Also remember that the Doom is a monsterous creature so if you charge it you can smash attack. Consider that when it is in combat it cannot be shot at so that might save it. The spirit leech still goes off while in combat. I would advocate charging second turn with the doom to save its skin if its still alive.

Rolling on Biomancy isn't as bad as you might think. Iron Arm, Endurance or Warp Speed are very good.

Warp Speed with a Smash Attack would make even a Ruptide poop itself. 1 attack base, 1 for charging and D3 extra is nothing to shy away from, especially when it is a smash attack at strength 8-10 and AP2...


Doom isn't a MC.
   
 
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