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Made in nz
Mindless Spore Mine




2000pts of Tyranid goodness

HQ - 260pts
1 Flying Hive Tyrant w x2 Brainleech Dev, trading powers for Biomancy 260

Elite - 330pts
2 Hive Guard
2 Hive Guard
Doom of Malan'tai in naked pod

Troop - 780pts
1 Tervigon w ST AG TS Catalyst
1 Tervigon w ST AG TS Catalyst
15 Devilgaunts in pod
15 Devilgaunts in pod

Fast Attack - 120pts
10 Gargoyles
10 Gargoyles

Heavy Support - 510pts
1 Trygon w TS
1 Trygon w TS
2 Biovores

I like to play an army that is reactive, that can adapt to what ever might be going down on the field. I feel the pods embody this


Plan is to use Trygons/HT/Gargoyles to mess with the opponents target priority.

The HT will pretty much fly straight in, grab the spotlight and hopefully gun down or seriously weaken a unit that has been identified as a threat. Trygons will be on infantry eating duties, squeezing them out of transports with support from HG if necessary.

Biovores lay down mines where ever tight groups of infantry are, or else just dropping mines to inconvenience the movement of some units.

Devilgaunts are to come in where they are needed, distract my opponent and by sheer volume of fire (45 shots) take down either a scoring unit or some kind of threat.

Doom will do what the Doom does, feed on brains/souls.

Tervigons do the standy and sit on objectives pumping out the little ones, also keeping HG and Biovores in synapse.


I think the list sort of speaks for itself...any suggestions would be greatly appreciated! Its most likely this army will find itself up against Space marines, Space wolves, Chaos marines, Dark eldar, Grey knights, possibly some Tau at some point. So any points in that sort of direction would be great!

Cheers

This message was edited 1 time. Last update was at 2013/12/16 20:08:13


 
   
Made in us
Sneaky Lictor





Louisville, KY

I assume you're walking the Trygons, otherwise you won't have much on the board t1 which means if you don't get first turn you have to pretty much hide and do next to nothing but shoot some biovores(maybe hg if in range)

Depending on the game you roll, I am not the biggest fan of 10 man gargoyle groups. They give up first blood very easy and make easy KP targets as well.

You are a little thin on synapse,(on your enemy's side of the table) unless you want to push a Tervigon into the front-lines. Flyants go down on the regular so losing control of your troops on that side of the board means you pretty much can't contest or take objectives.

- 4500pts: Shinzon Dynasty
3000pts: Hive Fleet Empusa
- 3000pts Rampagers 
   
Made in gb
Sword-Bearing Inquisitorial Crusader





London, England

The gargoyle units need to be bigger, 10 of them won't last long at all. I'd be tempted to drop the hive guard and use those points to really beef up the gargoyles, including upgrades.
   
Made in nz
Mindless Spore Mine





Thanks for the replys!

I do agree that the synapse is pretty thin, at this point I was hoping to be able to get the HG in range while still covered by tevigons, I want the trygons to be out of range so they just maul whatever is closest with that extra attack on charge thanks to rage.

Hopefully by the time the HT goes down I've caused enough destruction to pretty much stunt the enemy's chances of taking objectives, so the termagants can lurk away and shoot up anything near.

As for the Gargoyles, I agree they are paper weight, but I sort of like that, being only ten models increases my menoverability and havin two units allows them to distract and confuse the enemy in two different places. I don't think I could justify dropping the HG just to pump the already paper thin gargoyles...tho I might still try it out for a list and see how it goes. They might actually have a chance at doing some damage if they're pimped out.

Thanks again for your suggestions! Keep em coming
   
Made in ca
Tough Tyrant Guard






given that you have 3 pods and potentially 2 deepstriking trygons I would highly recommend giving the flyrant Hive Comander, this would make him even more of a target but he is already the biggest and shinniest bullseye signal in your army so I would advise against moving him too close on turn 1, we can premeasure so make sure most of his army will be out of range for him after their move.

I also feel the guargoyle are to few per team, either beef up the teams or make one team of 20.
I would take out the ST, AG and maybe even the toxin sacs from Tervigon and possibly even the Trygons too to get a few points.


I feel the best Idea would be to take out the Guargoyles, then add Hive commander on flyrant, one extra hive guard in one of the teams, a third biovore and one of the Tervigons comes out on the flank (thanks to hive commander) equip that one with Crushing Claws, an extra power for 3 rolls on biomancy take out AG on it and the other Tervigon who only keeps Catalyst but is otherwise naked.

this gives you a strong "comming out of nowhere" list forcing the opponent to focus on some of the immediate threats, leaving others free to do their thing.
there are so many threats that could pop up beside him on turn 2 ( one flanking roided upTervigon, 2x deepstriking Trygons, a doom and 2x team of devilguants in a pod and a flyrant, plus some very decent shooting from 5 hive guards and 3 biovores) plus one tervigon to sprout gaunts in the backfield to hold objectives.
You might have issues against a flyer heavy list but that can only be remedied by another flyrant.

My Face is my Shield!!!!!

My painted Tyranids army up to date: http://www.dakkadakka.com/dakkaforum/posts/list/630244.page 
   
Made in nz
Mindless Spore Mine




Thanks for the ideas!

I think Hive Commander on the flyrant would go a long way, giving a tervigon the claws and outflanking sounds like a nasty tank buster and a definite threat that my enemy would be forced to deal with (assuming they've got tanks!)
I don't think I can bring myself to to drop the TS on the trygons, rerolling to hit AND wound is just so solid!

So I went through and made some changes, pretty much everything you mentioned, though I do feel without a squad of gargoyles as a distraction the attention will very much be on the flyrant. Then again, a smart player would probably just target the flyrant anyway because they know the gargoyles aren't gunna do a whole lot...so anyway here it is, a revised version of the list.

HQ - 285pts
1 Flying Hive Tyrant w x2 Brainleech Dev Hive Commander, trading powers for Biomancy 285

Elite - 380pts
3 Hive Guard
2 Hive Guard
Doom of Malan'tai in naked pod

Troop - 780pts
1 Tervigon (outflanking) w CC AG Catalyst Onslaught - Trading for biomancy
1 Tervigon w Catalyst
15 Devilgaunts in pod
15 Devilgaunts in pod

Heavy Support - 555pts
1 Trygon w TS (possibly deepstriking? They are nice attention grabbers though)
1 Trygon w TS
3 Biovores


Let me know what you think!
   
Made in gb
Sinewy Scourge




Warrington, UK

In 2 weeks this list will be invalid most likely, you would be best waiting for the new codex.

The Flyrant, Doom and Tervigon (if you believe what you read on the rumor thread) are mostly getting hit with the nerf bat.

For now though its a pretty good list. For 2000 pts though you do not have much on the board.

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Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in nz
Mindless Spore Mine




I am aware of the new codex arrival..and extremely excited for it! Tis a bit of a shame though, i've only recently gotten back into it and pretty much only just got my head around the current codex, so naturally I have slightly mixed feelings about the changes that will be made.

And I agree there aren't really enough bodies on the field for 2000..I guess the tervigons would pump out more, but having more bodies in the first place is always a good thing.
Thanks for the post!
   
 
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