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Made in us
Fresh-Faced New User






I haven't tried 10th ED yet and I wanted to try a Subterranean Assault Tyranid list. This isn't for a Tournament just for fun with friends.
+++++++++++++++++++++++++++++++++++++++++++++++
+ FACTION KEYWORD: Xenos - Tyranids
+ DETACHMENT: Subterranean Assault
+ TOTAL ARMY POINTS: 1000pts
+
+ WARLORD: Char2: Hive Tyrant
+ ENHANCEMENT: Synaptic Synergy (on Char1: Broodlord)
& Tremor Senses (on Char2: Hive Tyrant)
& Vanguard Intellect (on Char3: Hyperadapted Raveners - Ravener Prime)
+ NUMBER OF UNITS: 8
+ SECONDARY: - Bring It Down: (3x2) - Assassination: 3 Characters
+++++++++++++++++++++++++++++++++++++++++++++++

Char1: 1x Broodlord (95 pts): Broodlord Claws and Talons
Enhancement: Synaptic Synergy (+15 pts)
Char2: 1x Hive Tyrant (215 pts): Warlord, Monstrous bonesword and lash whip, Monstrous scything talons
Enhancement: Tremor Senses (+20 pts)
Char3: 5x Hyperadapted Raveners (180 pts)
• 4x Ravener
3 with Ravener, Ravener heavy claws and talons
1 with Ravener, Ravener heavy claws and talons, Venom bolt
• 1x Ravener Prime: Prime claws and talons
Enhancement: Vanguard Intellect (+15 pts)

5x Genestealers (75 pts): 5 with Genestealers claws and talons
5x Raveners (125 pts): 5 with Ravener claws and talons
1x Ripper Swarms (25 pts): Chitinous claws and teeth, Spinemaw
1x Mawloc (145 pts): Distendible jaw, Mawloc scything talons
1x Trygon (140 pts): Bio-electric pulse, Trygon scything talons

I'm planning on running the hyper adapted raveners as a separate unit from the regular raveners.
Am I right in thinking I can actually set up my entire army into reserves?
Mawloc, Trygon and both Raveners units have deep strike.
I can put upto 250pts into strategic reserves (Brood lord and Genestealers)
Then the Hive Tyrant tremor sense lets me put it and the rippers into reserves.

My friends play Space Marines and Grey Knights.
Would this be a fun list to play/play against?
   
Made in us
Fixture of Dakka






San Jose, CA

It's hard to score points with no models on the board. If you go second, you've given your opponent 2 turns to spread out, take objectives, and reduce the number of places models as by as Trygons/Mawlocs can appear, so you'll be trying to crack into a defended setup under suboptimal conditions.

Fun? It's not my cup of tea; 10e is a cumulative game, where you need to have point scoring in mind every turn or you won't be winning. Reserves are best either for bringing in objective holders after your primary combatants are engaged, or to let more fragile units get the first shot (or charge) off. (Vanguard intellect would be a Bad Idea if you are going to reserve everything; you'd have one unit come on the board turn 1, and your opponent would have a full turn to remove it for you.)

At 1k, I'd suggest either the Mawloc or the Trygon, but not both; the Raveners can follow it up, or leverage the tunnel of the H-Ravs. With the saved points, bulk up the Genestealers to a full unit, and let them make use of their Scout ability to be an immediate threat; that, plus the Vanguard Intellect Hyper-raveners will help you cage your opponent in, which is important when you have no guns. Ditch the Ripper swarm, and you'll still have 90 or so points for something else - Termagants for scoring, Gargoyles for scoring distant objectives, or maybe even a gun or two.

Quis Custodiet Ipsos Custodes? 
   
Made in us
Fresh-Faced New User






The last edition I played was 4th. I'm going to be teaching my friends how to play (neither has played 40k ever). I'm most familiar with 2nd and 3rd editions. I started playing just after 2nd came out, and my 1st army was Tyranids.
the only mission I've seen is only war in the main rule book.
That is the mission we will be starting with. Scoring points for objectives in that mission doesn't start until turn 2. That's why I thought having nothing on the board turn 1 wouldn't be bad since there's nothing for them to kill.
I've been doing a ton of reading on 10th ed, and everyone always talks about scoring points in missions. Where are there more missions?

I miss Carnifexes having 10 wounds and 3+ saves on 2d6, they really were walking tanks in 2nd ed.
   
Made in us
Fixture of Dakka






San Jose, CA

My last 2e Carnifex sighting involved dropping a Melta round from an Imperial Guard Griffon mortar directly on top of it; one shot, one kill.

10e has separated the missions completely from the rulebook; GW releases them annually as card packs (and then they tend to screw up the allocations, making them hard to find). This the current pack. It's made up of i) deployment zones; ii) primary missions (you'll have one per game); iii) secondary missions (each player will draw their own, and often you'll be drawing them every turn, as you complete and/or discard the ones you currently have); iv) "Challenger" cards (if one player falls behind on points, can give them a little boost towards catching up); and v) Twist cards, which nobody uses because they're wild swings. It also has a little rules pamphlet explaining how to use all these things in the context of a game.

All the primary missions they've released in 10e also start scoring in round 2, but usually in the Command phase (before any Reserves could arrive on turn 2).

This message was edited 1 time. Last update was at 2025/08/28 20:46:18


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