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Made in us
Hurr! Ogryn Bone 'Ead!




WA, USA

There's a local 1,850 tournament coming up, and with the new Nid book out I thought I would give it a go!

I'm using all 2nd edition models, with the exception of the Hive Crone (the Venomthropes and Tyrant Guard are converted 1st ed warriors). As a result I am unable to change the Hive Tyrant's or the Carnifexes' weaponry... It would look too silly (as if the models weren't silly already, lol)!


HQ
Hive Tyrant 200
-Stranglethorn Cannon, Bonesword & Lashwhip
2 Tyrant Guard 100

Deathleaper 130

Elites
Venomthrope 45
Venomthrope 45
Venomthrope 45

Troops
Tervigon 195

30 Termagants 135
-3 Stranglewebs

14 Hormagaunts 140
-Adrenal Glands, Toxin Sacs

3 Warriors 100
-Barbed Strangler
3 Warriors 100
-Barbed Strangler

Fast Attack
Hive Crone 155

4 Spore Mines 20
4 Spore Mines 20

Heavy Support
Carnifex 140
-Adrenal Glands, Spine Banks
Carnifex 140
-Adrenal Glands, Spine Banks
Carnifex 140
-Adrenal Glands, Spine Banks

Total: 1,850

Any suggestions? I like the mobile cover provided by the Venomthropes, but should I run 2x2 instead of 3x1?

"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." 
   
Made in us
Devastating Dark Reaper




Virginia

I'm running each Venomthrope individually. I like to spread them out and force the enemy to focus against one unit at a time that way.

I've found that Hormagaunts work better in large units. I'd much rather have 28 Hormagaunts without upgrades than "only" 14 T3 (still) Hormagaunts. This is especially true if the enemy thinks you've bulked them up just like you've done.

I am liking Spore Mines. For so few points they cause the enemy to use one of their units to shoot them for a turn or they'll reap the results of assault the next turn. While they won't win me a game they do help me keep the initiative a bit better and help keep the odd enemy unit from shooting at something else.

This message was edited 1 time. Last update was at 2014/01/21 20:04:37


 
   
Made in us
Hurr! Ogryn Bone 'Ead!




WA, USA

 Consul Scipio wrote:
I'm running each Venomthrope individually. I like to spread them out and force the enemy to focus against one unit at a time that way.


Hmm, good idea. I will give up First Blood easily but will have redundant protection.

 Consul Scipio wrote:
I've found that Hormagaunts work better in large units. I'd much rather have 28 Hormagaunts without upgrades than "only" 14 T3 (still) Hormagaunts. This is especially true if the enemy thinks you've bulked them up just like you've done.


I only have 14 Hormagaunts though... The old 2nd ed metals aren't cheap lol. I definitely want Toxin Sacs so they can threaten Wraithknights and the like, but the Adrenal Glands aren't really necessary.

 Consul Scipio wrote:
I am liking Spore Mines. For so few points they cause the enemy to use one of their units to shoot them for a turn or they'll reap the results of assault the next turn. While they won't win me a game they do help me keep the initiative a bit better and help keep the odd enemy unit from shooting at something else.


I am loving Spore Mines so far. I think they are a fantastic disruption unit for 20 points.

"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." 
   
Made in us
Hurr! Ogryn Bone 'Ead!




WA, USA

After some thought, I have revised my list:

EDIT: Updated to add Spore Mine clusters.

HQ
Hive Tyrant 235
-Stranglethorn Cannon, Bonesword & Lashwhip, Adrenal Glands, Hive Commander

Hive Tyrant 220
-Heavy Venom Cannon, Bonesword & Lashwhip, Adrenal Glands

Elites
Venomthrope 45
Venomthrope 45

Lictor 50

Troops
Tervigon 195

30 Termagants 120

15 Hormagaunts 120
-Toxin Sacs

3 Warriors 100
-Barbed Strangler
3 Warriors 100
-Barbed Strangler

Fast Attack
Hive Crone 155

6 Spore Mines 30
6 Spore Mines 30

Heavy Support
Carnifex 135
-Adrenal Glands
Carnifex 135
-Adrenal Glands
Carnifex 135
-Adrenal Glands

Total: 1,850

I really like Deathleaper but felt the first list was lacking synapse. A second Hive Tyrant (and the addition of Adrenal Glands on both) gives me more T6 targets with fleet for the other player to worry about. I replaced one Venomthrope with a Lictor for disruption. Any suggestions?

This message was edited 3 times. Last update was at 2014/01/23 19:01:18


"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." 
   
Made in nl
Brainy Zoanthrope





The 3e Venomthrope will likely be more usefull thenn a lone lictor.
   
Made in us
Longtime Dakkanaut




I like bio-plasma on my SK's, makes them both assaulty and short range shooty.

And really? Strangle webs? what are you facing that S2 templates will be good against? Though not sure what else to use the 15 points for...
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

barnowl wrote:
I like bio-plasma on my SK's, makes them both assaulty and short range shooty.

And really? Strangle webs? what are you facing that S2 templates will be good against? Though not sure what else to use the 15 points for...


Strangle Webs aren't really bad as they're pinning and half the cost they were.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Hurr! Ogryn Bone 'Ead!




WA, USA

15 points for 3 S2 pinning templates isn't too bad, I think. Yes they are situational but I think they could be useful against Orks and the like.

I did consider Bio-Plasma for the Screamer-Killers, but that would be 60 points! I suppose I could drop the Spine Banks, Stranglewebs, and Regeneration on the Tervigon to pay for it. It seems like a worthwhile upgrade.

"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." 
   
Made in us
Monster-Slaying Daemonhunter




Grand Rapids Metro

 Gorgosaurusrex wrote:
15 points for 3 S2 pinning templates isn't too bad, I think. Yes they are situational but I think they could be useful against Orks and the like.

I did consider Bio-Plasma for the Screamer-Killers, but that would be 60 points! I suppose I could drop the Spine Banks, Stranglewebs, and Regeneration on the Tervigon to pay for it. It seems like a worthwhile upgrade.


I personally hate spine banks on fexes...going at I2 means beating out...powerfists and thunderhammers?

There are very few players (barring grey knights and templar) who regularly keep these in their squads. Ad if you're facing a unit of terminators or something equivalent with a fex...you have serious problems anyways.

Come play games in West Michigan at https://www.facebook.com/tcpgrwarroom 
   
Made in us
Devastating Dark Reaper




Virginia

What disruption will your Lictor perform? Other than being a bullet/laser/gauss/pulse/flamer magnet? <- That's been my experience with using a Lictor. I just can't hide the thing well enough to survive to cause any problems. I do like my three metal Lictor models they look good! It does force at least one enemy unit to fire on it though which is a good thing as that means it's not firing on your other units. But that can be done cheaper with spore mines.

Venomethropes you can divide up 1x1 and 1x2 if you take three. What I've done is hide the single one behind the monsters and the the 2 model unit can take a bit more risk and take the hits first if needed being more "visible to the enemy" if hiding behind something isn't an option turn 1.
   
Made in us
Killer Klaivex




Oceanside, CA

My play experience is pretty limited, but lictors that drop into cover take their 6 S6 shots, and then promptly go to ground if the enemy fire seems too dangerous.
3+ cover in the backfield with 9 wounds at T4 isn't bad at all for 150 points. 12 S6 rending attacks can't be totally ignored either, and fail to deal with them and you're looking at 15 S6 rending attacks on the charge, with very good WS and Init.

As for Lictor vs Spore Mine, I think the ploy is take both. Pretty much any tyranid list with an open fast attack slot should be taking spore mine clusters.

-Matt


 thedarkavenger wrote:

So. I got a game with this list in. First game in at least 3-4 months.
 
   
Made in us
Devastating Dark Reaper




Virginia

But he's only fielding one Lictor. Three I understand and I've used that many as well. I do like my Lictors!

But one seems like an easy kill even when in cover. I always loose one the first turn after when the opponent gets to shoot them.

Although one might be workable because there isn't some sort of deep striking unit or two coming in via Pheromone Trail. So an opponent could ignore the Lictor since it's not as much a priority.
   
Made in us
Hurr! Ogryn Bone 'Ead!




WA, USA

Actually the lone Lictor was a remnant of another list which featured two Spore Mine clusters. I really like Spore Mines, especially when guided in by the Lictor. I think I will drop the Spine Banks, Stranglewebs, and Regeneration for 2x6 Spore Mines. Thoughts on this?

"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." 
   
Made in us
Devastating Dark Reaper




Virginia

I like your plan; Lictor + 2x6 spore mines. I have only used Lictor + 2x3 spore mines and that worked out well. 2x6 is a better build and still cheap.
   
Made in us
Hurr! Ogryn Bone 'Ead!




WA, USA

 Consul Scipio wrote:
I like your plan; Lictor + 2x6 spore mines. I have only used Lictor + 2x3 spore mines and that worked out well. 2x6 is a better build and still cheap.


Yeah I don't mind spending 110 points on disruption if it causes my opponent to deploy and play differently than they want to. And a single Lictor will make guard players leave some infantry behind to guard that Basilisk, otherwise I can take it out quite easily with Flesh Hooks and Rending Claws.

I guess I thought Spore Mines could deep strike right on to an enemy unit and detonate, but that isn't the case?

EDIT: Edited the list above to reflect these changes.

This message was edited 1 time. Last update was at 2014/01/23 17:44:45


"A wizard who reads a thousand books is powerful. A wizard who memorizes a thousand books is insane." 
   
 
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