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Made in gb
Longtime Dakkanaut





England: Newcastle

Been having real trouble getting Tyranids to work in 10th. Gaunts and Hormagants in particular just don’t seem to do anything and cost a lot of points. List is for a narrative campaign but difficult to keep narrative going if Tyranids lose every battle. Last battle didn’t go first and got bottled in deployment zone by marines which Gaunts couldn’t push out of and marines able to focus down monsters very efficiently.

Fleet Invasion

Hive Tyrant with 3 Tyrant Guard. Venom cannon and LWBS. Has the FNP enhancement.

Norn Emissary

Neurothrope

3 Tyranid warrior with close combat weapons

Exocrine

Maleceptor

2 Screamer Killers

Tyrannofex

22 Nuerogaunts

3 x 20 Hormagaunts

2 x 20 Termagants

I like having the horde. But it’s almost a third of the army to take a handful of wounds off marines. In my head it was that these would contest objectives and move quickly. But marines can just deep strike or advance and they got there first. Essentially you have a wall of power armour that blocks you and then chews through those Gaunts in a turn.

This message was edited 2 times. Last update was at 2025/03/26 11:00:38



Starting Sons of Horus Legion

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2000pts Sisters of Silence

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Hive Fleet Khadrim 5000pts
Kabal of the Torn Lotus .4000pts
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Made in us
Fresh-Faced New User




Hey, I hear your horde woes, it is a rough life with 10th edition gaunts, but there are certainly ways to use them. I think part of the issue is you have nothing scouting or infiltrating in this list which could help make space in the early game for your hormagaunts’ reach to really matter. The termagants I honestly think work best in smaller units of 10 for doing odd jobs or holding space in the backfield, etc. And while I don’t want to totally knock the neurogaunts, I think if you’re finding theyre not doing much youre probably right … I would consider keeping the 60 hormies if you want to ride the horde life but maybe trim down on the termagants and possiblt cut the neurogaunts entirely. Gargoyles may be obnoxiously priced for their 6+ saves but deep striking in and/or being able to fly 12” over whatever marines are boxing you in could be worth it.

As far as the rest of the list goes, I think the Screamer-Killer choice is cool, but I think it needs some better synergies to justify it. It should be noted that the most reliable way to beef up the list would probably be to drop them and find a way to run one more each of the Exocrine and Tyrannofex (which would probably create acary enough firing lanes that the marines might have to be a bit cagier), but that said, if you like the SKs and want a way to make them work, I would consider running a Neurolictor or two. Their infiltration could help shore up board space and their battle shock rules can synergizr with the SKs rule as well.

I would lean further into the forward deployment too, maybe even genestealers for the 6” scout move if you want to push the horde skew - right now you present your opponent with a good mix of toughnesses and if you want horde to work one way is the “stat check” - saturating the board with either low or high toughness to stretch the efficiency of your opponents weaponry if they haven’t brought enough of the relevant type.

Last thing, there was a list that won 1st place at a GT in Nurnberg that bears some similarities to yours that might provide some decent inspiration -

Hive Tyrant (w fnp enhance)
Neurotyrant

10 Gargoyles
10 Termagants
3 x 20 Hormagaunts

Biovore
2 x Exocrines
10 Genestealers
Neurolictor
3 Raveners
3 Warriors w Melee
2 x Tyrannofex
   
 
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