Switch Theme:

[2000] - Tyranids - Test List  [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
Regular Dakkanaut




Got a friend to lend me his Tyranids and Codex to test build a list, still not sure what Hive Fleet I want, was going to go Jormungandr, but with the Trygon Prime I won't need the Stratagem. Now I think I will go Behemoth or Gorgon, leaning more towards Behemoth.
::Battalion::
:HQ:
Old One Eye (Warlord) - 200
WT: Adaptive Biology
Monstrous Crushing Claws
Monstrous Scything Talons
Thersher Scythe

Hive Tyrant - 215
Relic: Miasma Cannon
Monstrous Rending Claws
Prehensile Pincer Tail
Wings
Powers: The Horror, Catalyst

Hive Tyrant - 218
2 - Two Devourers with Brainleech Worms
Prehensile Pincer Tail
Wings

:Troops:
30 - Termagaunts - 240
Devourers

20 - Hormagaunts - 160
Toxin Sacs
Adrenal Glands

20 - Hormagaunts - 160
Toxin Sacs
Adrenal Glands

:Heavy Support:
3 - Carnifex - 333
Spore Cysts
Tusks
Adrenal Glands
Toxin Sacs
2 - Monstrous Scything Talons
Bone Mace

2 - Screamer-Killer - 240
Bio-plasmic Scream
2 - Monstrous Scything Talons
Spore Cysts
Toxin Sacs
Adrenal Glands

Trygon Prime - 207
Bio-electric Pulse with Containment Spines
Massive Scything Talons
Toxinspike
Toxin Sacs

Total Points - 1973
Total CP - 6

So main tactic is to set the Trygon Prime and Devilgaunts into deepstrike, then on turn 2, pop them up and put 90 shots into one unit, tear its numbers down, drop a CP, put another 90 shots into another group to wittle it down. Preferably want to get the Trygon Prime into combat against a character to get some use out of the Toxin Spike, but a high value, low model count unit is just as good.
Use the Flyrants to wreak havoc on the opposing side of the board, while the Hormagaunts, Old One Eye, and the Carnifex go straight down the middle. The enemy will have to heavily split their fire, and if they deepstrike I have no back line units of any importance for them to attack that cannot wipe them off the board. Gunlines would give me issues, somewhat, but if I ran into them a lot, I would just start using less Carnifex and more Mawlocs.

This message was edited 1 time. Last update was at 2018/05/24 20:47:23


 
   
Made in ca
Sneaky Sniper Drone





Los Angeles, CA

The points are off on the HT, make sure to check out the Nids FAQ

This message was edited 1 time. Last update was at 2018/05/24 16:17:41


4000
3000
3000
3500
3500 
   
Made in us
Lone Wolf Sentinel Pilot






Texas

Yeah, HT went up in cost. I would drop or swap the Toxin sacs on the hormies and take Adrenal glands. With behemoth, that gives you +1 on charge. Also can advance them and onslaught for charge and advance.

Are you DS the Trygon Prime and Both HT? If so you have 0 synapse units on the board....

With changes in DS rules, you might want to just walk the Termies up on the board. I would drop the prime and make him a mawloc for distraction as the rest of your army closes in. Pick up a cheap nuero for synpase. Otherwise looks strong, I like melee nid armies.

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
Regular Dakkanaut




 exploited751 wrote:
The points are off on the HT, make sure to check out the Nids FAQ


I just did, there were no points changes listed in it, just rules clarification and changes, unless I am missing it. Can you cite specifically where the points changes are so I can change as needed?


Automatically Appended Next Post:
Nevermind it was in the Big FAQ, not nids FAQ, I will change accordingly.


Automatically Appended Next Post:
 Dynas wrote:
Yeah, HT went up in cost. I would drop or swap the Toxin sacs on the hormies and take Adrenal glands. With behemoth, that gives you +1 on charge. Also can advance them and onslaught for charge and advance.

Are you DS the Trygon Prime and Both HT? If so you have 0 synapse units on the board....

With changes in DS rules, you might want to just walk the Termies up on the board. I would drop the prime and make him a mawloc for distraction as the rest of your army closes in. Pick up a cheap nuero for synpase. Otherwise looks strong, I like melee nid armies.


So I made the points changes, dropped a Screamer Killer and added Adrenals to the rest of the melee units. The Trygon Prime is used for his ability to take a unit with him when he deepstrikes, as the devilgaunts will be a primary target, and I want that dakka on target when I bring them in, not hoping I get close enough to get some shots off. The swarms of Hormagaunts are there for bullet sponging depending on where they decide to focus their fire. They have 4 main threats in this army, the flyrants, the trygon and devilgaunts, the 6 Carnifex, or the 40 hormagaunts. Any of those 4 groups can wrack up kills if left alone, and if they split fire to take bits and pieces of each, then I should still have enough to overrun them.
The point of the Trygon/devilgaunt is putting some of the only dakka where it needs to be, devourers are 3 shots, 30 termagaunts are 90 shots, 1 CP gives them an extra shooting phase at 180 shots. With that you can completely destroy a high value unit like Hellblasters, or wittle down 2 units to nearly dead forcing morale. Of course that is the luck of the rolls, but that is what the Trygon is there for, to mop up the aftermath, or kill the character that is supporting those units, or at least heavily damage. It is a crippling tactic, not many armies can stand up to 180 shots, and if they leave the Devilgaunts alone, that is another 180 shots next turn, they wont, but I can dream.
Carnifex, with supporting Old One Eye, is essentially the battering ram, there to slam into the front line, with Living Battering Ram, that is a 50/50 chance of a mortal wound, and with 1CP, the Behemoth stratagem allows for another mortal wound on a 2+ for a single Carnifex. 2 potential mortal wounds dont sound like much if its a high number unit, but that would really hurt SM and other armies with smaller units.
Playing this out in my head, all I know is the Trygon Prime/Devilgaunt combo is one of the most important tactics, as they will be focused on the big stuff on the board. If I dropped anything, it would be the Screamer Killer unit and a unit of Hormagaunts to do a second Trygon Prime/Devilgaunt combo depending on how it works when I actually get it on a table.

This message was edited 2 times. Last update was at 2018/05/24 21:10:22


 
   
Made in us
Lone Wolf Sentinel Pilot






Texas

The shot twice strat is 2 CP, and yes I am familiar with it. If the enemy screens properly, its going to be difficult to get there where you want. Not to mention the changes in DS rules and not being able to drop until turn 2 outside your deployment zone. The point of the devilgaunt bomb is to clear chaff and screens so that your hormies and GS have a clear lane to charge into tanks and more juicy targets. Which you want to do on T1. By waiting until T2 you will take causalities reducing the effectiveness.

It CAN work, but against a good player in a tourney its unlikely. I have found its just better to deploy them, move them up and shoot the screens. Put a malanthrope with them or put them in cover to help with survivabilty.

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 
   
 
Forum Index » 40K Army Lists
Go to: