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Made in gb
Fresh-Faced New User




tyrant (sacs, senses, carapace)
venom cannon, scything talons
{psychic scream}
guard *3

tyrant (sacs, senses, carapace)
venom cannon, scything talons
{psychic scream}
guard *3


lictors *3
elitefex (2*TL Devourers, senses)
elitefex (2*scything talons, sacs, I. glands) (retro)

genestealers *10 (carapace, scything talons)
genestealers *9 (nothin')
genestealers *9 (nothin')
genestealers *9 (nothin')

Ravener (rending claws)
Ravener (rending claws)
Ravener (rending claws)

zoans *3 {psychic scream, blast}
fex (senses, carapace, chitin, exoskeleton)
Venom cannon, Barbed strangler
fex (senses, carapace, chitin, exoskeleton)
Venom cannon, Barbed strangler


note 5 screams.
4 fexes (3 shooty), 2 tyrants.
NO gaunts. Otherwise, all help appreciated. ^_^

   
Made in us
Fresh-Faced New User




This seems like a pretty good list. I mean ive ownly been into the game for about six months so opinion isn't worth much but it sounds pretty good. The only alteration i would make is throw in some spore mines instead of a ravener. its just spore mines are good for blocking the path of an enemy
   
Made in ca
Dakka Veteran




Blackship Exhumation

3 lictors is a lot of points for a model that seems to only help in escalation. In escalation this list may be hurting anyways. Starting on the board are your stealers and zoans in 2500 points. Also only 2 synapse models may hurt. Everything is ld10 but still knock the tyrants down and this list can go funny on you.
   
Made in us
Dakka Veteran





Plano, Texas

Sorry, but I don't think this last stands a chance.

tyrant (sacs, senses, carapace)
venom cannon, scything talons
{psychic scream}
guard *3
tyrant (sacs, senses, carapace)
venom cannon, scything talons
{psychic scream}
guard *3


No flying hive tyrant should be a crime, and taking a close combat weapon on a walking tyrant is a bad choice as well. Go with another shooting weapon to take advantage of the tyrant's good BS. Drop the carapace.

lictors *3
elitefex (2*TL Devourers, senses)
elitefex (2*scything talons, sacs, I. glands) (retro)


Lots of points tied up in lictors, who really are only good at providing a re-roll in escalation. If you are really concerned about escalation, I guess you could keep them. The CC carni should drop the toxin sacs and +1 In and go with +1 WS and Toxic Miasma instead. I2 isn't much different than I1, and he is already S9. Whereas WS4 + Toxic Miasma means you hit marines on 3+, and heros will hit you on 4+.


genestealers *10 (carapace, scything talons)
genestealers *9 (nothin')
genestealers *9 (nothin')
genestealers *9 (nothin')


This is where the list really falls apart. You have ALOT of points in troops that probably won't ever see combat. Any 2500pt marine army, or 2500pt guard army will decimate this portion of the list early on, and have a field day with the rest.

Ravener (rending claws)
Ravener (rending claws)
Ravener (rending claws)


Fine, I guess... never been a big fan of Raveners, simply because they are so weak.

zoans *3 {psychic scream, blast}
fex (senses, carapace, chitin, exoskeleton)
Venom cannon, Barbed strangler
fex (senses, carapace, chitin, exoskeleton)
Venom cannon, Barbed strangler


IMO, drop the exoskeleton from the heavy fexes. And personally, I don't use carapace on mine either... I just keep them in cover for most of the game.

Try dropping one of the walking tyrants in favor of a flying tyrant, and maybe consider dropping the lictors as well. Doing those two things should give you enough points to field more genestealers, all with extended carapace. Drop the scytals from the one squad, btw... too many points just for an extra attack. On the charge, the stealers have 3 attacks anyways, which is more than enough usually.

Good luck!

~G
   
 
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