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Made in us
Slave on the Slave Snares




Ontario, Canada

Hey all,

Been testing out a list at my local shop and tournaments, it has been doing well. A few things in this list I have found to be all around All-Stars of nids right now (such as surprisingly the gargoyles) but wanted to see people's opinions.

Jormungandr Battalion - +3 CP, 708 Points

HQ
Neuronthrope
Neuronthrope

Troops
x19 Genestealers (Travelling with one Ravener Squad)
x10 Hormagaunts (see below, also have the option of travelling with a ravener squad as well if desired/needed)
x10 Hormagaunts (Bubblewrap for what starts on the table, tried both termagants and hormagaunts for this, the horms have proven more useful if i get first turn/don't need a bubble wrap)
x30 Devilgaunts (Travelling with another Ravener Squad)


Kraken Outrider - +1 CP, 934 Points

HQ

Flyrant (Chameleonic Mutation, Adrenal Glands, MRCs, Toxin Sacs and Two Devourers w/Brainleech)
The Swarmlord

Fast Attack

x30 Gargoyles
x3 Raveners (Stock)
x3 Raveners (Stock)

Dedicated Transport
Tyrannocyte (For Swarmy)


Kronos Spearhead - +1 CP 358 Points

HQ

Neuronthrope

Elite
x3 Hive Guard (Impalers) (I have tried larger unit of hive guard, but they are the obvious target of what starts on the board, and 50% of the time die before getting a shot off, this way they can still be effective but don't hurt as much if they die first)

Heavy Support
Biovore
Biovore
Biovore
Biovore

TOTAL: 2000 Points

I like to have options and map control, I try to keep at least one thing in DS as long as possible for a looming threat they have to consider. Everything that can DS does so, the hive guard, horms, biovores and neuronthropes all start on the board (minimizing heavy fire power or other alpha strike list damage when losing first turn). I like being able to piecemeal what i need throughout the turns (such as DS the Devilgaunts one turn to get rid of bubblewraps, then bringing swarmy and the genestealers another turn).

I've tried multiple genestealer units as well, but in an alpha strike list like this with everything off the board, usually one is more than enough to do what you need it to do in conjuction with swarmy (and giving them the extra armor in Jorg is usually not worth it, but easily added by removing a biovore, i've toyed with both). As I mentioned at the beginning, the gargoyles have been absolute all-stars in kraken, DS in to shoot, charge, then survivors fly to the backline to do the same again, rinse/repeat). And I have found the swarmy and tyrant are more than enough synapse for the gargoyles (don't care too much about the raveners in terms of synapse). The devilgaunts/genestealers are immediately dominioned if i feel they are in danger of being out of it. Have not had a problem with synapse in a dozen games as of yet, though I have debated removing the Tyrant as he has been relatively lackluster to date.

I play in a fairly competitive scene on a regular basis and have done well with this, but always looking to improve. Let me know gaps/problems you see and how to improve them. Thanks all!

   
Made in us
Tzeentch Veteran Marine with Psychic Potential




I could be wrong, and correct me if so. But I don't think this list is legal. I don't think different "hive fleet" units can play off each other. So your stealers, and gants couldnt pop out from your raveners. Also, Synaspe doesnt work on different "hive fleets" either. Also, at least half your army has to start off on the board. Not sure how you were playing it, but judging off what you wrote sounded like you were reserving a whole lot.

This message was edited 2 times. Last update was at 2017/12/12 17:41:46


   
Made in us
Lone Wolf Sentinel Pilot






Texas

Yeah this list isnt legal. the Raveners have to be with the Jorm detachment. Only like fleets can travel together.

I would drop the Jorm and just merge it into kraken and run the genestealers up the board. They will get their quick with 3d6 advance, plus you have swarmy, and you can metabolic overdrive if needed. I am finding that its actually better to foot slog up because you can get shorter charge ranges, than to DS in with a Trygon and try and get the 9" charge.

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*I'm on Bartertown as Dynas 
   
Made in us
Longtime Dakkanaut



Cheyenne WY

Yeah, I suggest trying a Krakon Brigade, and just speed rush. Most folks don't know how to handle that.

Good luck! And good hunting!

The will of the hive is always the same: HUNGER 
   
Made in ca
Slave on the Slave Snares




Ontario, Canada

Thanks for the replies! I have tried the swarm in the table and kept getting dummies by IG. I'll keep toying with it.

As for the Jorg units travelling with different raveners, the strategm states a Jorg infantry (which both are) can travel with ANY tunnels (raveners, mawloc, trygon) for 1 CP. Was it FAQ'd otherwise that I have missed or am I just misinterpreting it? Nobody has fought me on that and I've seen many people do that.

And you are right that synapse doesn't transfer, but everything starring on the board has at least one synapse creature near them from the same hive fleet, but thanks for calling that out!
   
Made in us
Lone Wolf Sentinel Pilot






Texas

Jorg infantry with Jorg raveners. The way you have your list posted, the Raveners are with the Kraken fleet.

10000+
10000+
8500+
3000+
8000+
3500+ IK Plus 1x Warhound, Reaver, Warlord Titans

DakkaSwap Successful Transactions: cormadepanda, pretre x3, LibertineIX, Lbcwanabe, privateer4hire, Cruentus (swap), Scatwick2 (swap), boneheadracer (swap), quickfuze (swap), Captain Brown (swap) x2, luftsb, Forgottonson, WillvonDoom, bocatt (swap)

*I'm on Bartertown as Dynas 
   
Made in us
Monster-Slaying Daemonhunter






Dimmamar

 Dynas wrote:
Jorg infantry with Jorg raveners. The way you have your list posted, the Raveners are with the Kraken fleet.


Can you provide a rules quote to back up what you're saying? From what I can see in the "Enemy Below" stratagem, there's only a mention of a Jorg infantry, NOT of any of the burrowing units' fleet alignment.

LVO 2017 - Best GK Player

The Grimdark Future 8500 1500 6000 2000 5000


"[We have] an inheritance which is beyond the reach of change and decay." 1 Peter 1.4
"With the Emperor there is no variation or shadow due to change." James 1.17
“Fear the Emperor; do not associate with those who are given to change.” Proverbs 24.21 
   
Made in us
Slave on the Slave Snares




Ontario, Canada

Can you provide a rules quote to back up what you're saying? From what I can see in the "Enemy Below" stratagem, there's only a mention of a Jorg infantry, NOT of any of the burrowing units' fleet alignment.


This was my interpretation as well.
   
Made in us
Slave on the Slave Snares




Ontario, Canada

Posted the rules discussion for this on a "You Make Da Call" Thread, so let's keep this one going based on the Army List itself as if it works with the Raveners (since obviously it would change dramatically if it is decided it didn't)

https://www.dakkadakka.com/dakkaforum/posts/list/746582.page

And let's be clear, it's not an 'illegal list' if it doesn't work that way, just wouldn't be able to use the two infantry units to tunnel with the raveners like we would want. They would just start on the table. That doesn't mean it's 'illegal' though.
   
 
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