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		<title><![CDATA[Latest posts for the thread "1750 Pt Tyranid SAFH w/ Counter Assault"]]></title>
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				<title>1750 Pt Tyranid SAFH w/ Counter Assault</title>
				<description><![CDATA[ I was attempting to build a list that utilizes mid range mass firing.  I've never been too fond of the Sniperfex build but have instead opted to go with a heavy Dakkafex.  The two broods of Ravenors and two lictors are to stay close to the Tyrant and support as needed.  I'm torn between which two defensive layouts to go with for my 'Fexes so going to be using both in a series of games to see which I enjoy playing with more.  My obvious weakness will be tanks at range, however there have been very few that have been able to withstand a charge from the Ravenors, not to mention the Lictors or <span class="glossaryitem" onmouseover='gp(154);'>HT</span> bearing down on them.<br /> <br /> Tyrant	1<br /> 	Scything Talons<br /> 	Scything Talons<br /> 	Toxin Sacs<br /> 	Adrenal Glands <span class="glossaryitem" onmouseover='gp(149);'>WS</span><br /> 	Bioplasma<br /> <br /> 	Tyrant Guard<br /> 	Tyrant Guard<br /> <br /> Warrior	4<br /> 	<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Devourer<br /> 	Toxin Sacs<br /> 	Enhanced Senses<br /> <br /> <br /> Warrior	4<br /> 	<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Devourer<br /> 	Toxin Sacs<br /> 	Enhanced Senses<br /> <br /> <br /> Lictor	2<br /> <br /> Gaunts	18<br /> 	Spinefist<br /> 	Without Number<br /> <br /> Gaunts	18<br /> 	Spinefist<br /> 	Without Number<br /> <br /> Gaunts	10<br /> 	Devourer<br /> 	Toxin Sacs<br /> <br /> Gaunts	10<br /> 	Devourer<br /> 	Toxin Sacs<br /> <br /> Ravenor	3<br /> 	<span class="glossaryitem" onmouseover='gp(171);'>ST</span>/<span class="glossaryitem" onmouseover='gp(156);'>RC</span><br /> 	Devourer<br /> <br /> Ravenor	3<br /> 	<span class="glossaryitem" onmouseover='gp(171);'>ST</span>/<span class="glossaryitem" onmouseover='gp(156);'>RC</span><br /> 	Devourer<br /> <br /> Carnifex	1<br /> 	<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Devourer<br /> 	<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Devourer<br /> 	Extended Carapace<br /> 	Bonded Exoskeleton<br /> 	Enhanced Senses<br /> <br /> Carnifex	1<br /> 	<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Devourer<br /> 	<span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Devourer<br /> 	Regenerate<br /> 	Reinforced Chitin<br /> 	Enhanced Senses<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 12 Aug 2008 23:09:38]]> GMT</pubDate>
				<author><![CDATA[ Sraosa]]></author>
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				<title>Re:1750 Pt Tyranid SAFH w/ Counter Assault</title>
				<description><![CDATA[ Overall, this list looks like it's cause quite a ton of forced saves within 18".  Then adding in Raven<i>e</i>rs and Lictors for jumping into sitting firewalls, seems pretty nice.  I doubt I'd personally ever bring this list, but that's just me being a fan of large template blasts and Genestealers.<br /> <br /> Considering the goal of this list build, I doubt you can fit more small-arms fire into it.  However, I'd probably switch out the Devourer Gaunts because they really don't impress me at 10 points a pop.  2 shots each, half miss, 2/3 wound.  I'd probably switch out the whole lot of them for 11 Tendril Genestealers.]]></description>
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				<pubDate><![CDATA[Wed, 13 Aug 2008 05:28:52]]> GMT</pubDate>
				<author><![CDATA[ Kirbinator]]></author>
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				<title>1750 Pt Tyranid SAFH w/ Counter Assault</title>
				<description><![CDATA[ How's your rolling for dangerous terrain? Being only able to parachute into woods is darn silly, but that's the way Lictors work these days.<br /> <br /> (ignore this if you're deliberately avoiding 5th edition)]]></description>
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				<pubDate><![CDATA[Wed, 13 Aug 2008 06:31:24]]> GMT</pubDate>
				<author><![CDATA[ wight_widow]]></author>
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				<title>Re:1750 Pt Tyranid SAFH w/ Counter Assault</title>
				<description><![CDATA[ With my lictors, I generally suffer 1 wound at some point every 3 games or so. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"><br /> <br /> Also, my group occasionally plays with a house rule that lictors don't roll a dangerous terrain test when deploying.  Quite a few believe that the roll doesn't accurately reflect how a lictor is to be deployed, being that they are assumed to be there prior to the battle.]]></description>
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				<pubDate><![CDATA[Wed, 13 Aug 2008 16:30:48]]> GMT</pubDate>
				<author><![CDATA[ Sraosa]]></author>
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				<title>Re:1750 Pt Tyranid SAFH w/ Counter Assault</title>
				<description><![CDATA[ I think the army could work but my experience with tyranid markmanship is a lot like ork marksmanship.<br /> <br /> I would go with kirbinator plan with the genestealers <img src="/s/i/a/b031696d81854bf6e2c1a225d98fd8ce.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 13 Aug 2008 22:48:08]]> GMT</pubDate>
				<author><![CDATA[ FlammingGaunt]]></author>
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				<title>Re:1750 Pt Tyranid SAFH w/ Counter Assault</title>
				<description><![CDATA[ Thanks for the replies:<br /> <br /> Kirb, your posts are generally well thought out and I appreciate your compliments. :-)<br /> <br /> My Devgaunts are my objective holders.  The half hitting is the choke point; however with the increased range and re-roll wound, they are decent for a gunline sitting in cover.  The extra 6" really makes the difference. That, and I do enjoying lurking them in cover the majority of the game.<br /> <br /> That and I just ~don't~ like the look of genestealers.<br /> <br /> One idea did come to mind though.  I'm considering dropping the <span class="glossaryitem" onmouseover='gp(154);'>HT</span> w/ Guard and replacing with a trio of Zoas w/ Warpblast and Synapse.  I believe they would give me a bit more manueverability with my semi-unreliable <span class="glossaryitem" onmouseover='gp(482);'>AT</span> shot, some ranged <span class="glossaryitem" onmouseover='gp(6);'>AP</span> fire, and extra synapse, which is somewhat needed with just two broods of warriors being the only other source of synapse.  <span class="glossaryitem" onmouseover='gp(19);'>CC</span> defense would shift signifigantly though.  Instead of a <span class="glossaryitem" onmouseover='gp(154);'>HT</span>/Guard  being screened with two groups of Ravenors skirting nearby for support, I'd give up the "anchor" for anti-<span class="glossaryitem" onmouseover='gp(95);'>Meq</span> shooting...]]></description>
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				<pubDate><![CDATA[Thu, 14 Aug 2008 02:59:22]]> GMT</pubDate>
				<author><![CDATA[ Sraosa]]></author>
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				<title>Re:1750 Pt Tyranid SAFH w/ Counter Assault</title>
				<description><![CDATA[ If you intended to keep your melee tyrant and guard, you might consider giving the guard Lash Whips.  -2 attacks for any <span class="glossaryitem" onmouseover='gp(19);'>CC</span>-oriented unit really puts a hurting on them since those units tend to deal wounds simply due to buckets of dice.  The whips would likely keep your Tyrant alive much longer in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> than rending claws would, and outside of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> it's not like a Guard does anything but soak wounds anyways.  I'd personally keep this guy over triple Zoanthrope because he's much scarier, harder to kill, and can lay waste to both tanks and troops effectively.  Unless you're whacking away at a bunch of Monoliths, the Tyrant will usually do better.<br /> <br /> My gaunts <i>always</i> wind up just sitting on an objective in all games lurking in 2+ cover save mode.  In a kill point game they're a liability, so I just brush them to the side.  At 6pts a model and minimalist 8-man squads, I'm perfectly happy with that.  At 10pts a model, that's too much for me.  If you really do get rushed on your back objectives that often, then a Devgaunt is a better gunline, but I just never get rushed.  People are too busy keeping their own objectives or trying to displace my stealers from frontline ones.<br /> <br /> Having Without Number on 18-man units of Gaunts is pretty excessive.  Without Number makes them that much more expensive and if they're your frontline objective takers and holders, getting wiped and starting on the back of the board isn't really helping you.  90 points vs. 144, twice.  108 points go a long, long ways.  Much further than a pair of gaunt squads that likely won't get wiped since there are more urgent things to shoot at.  Add in another 200 from your Devourer gaunts... 308 points worth of Genestealers and you still have 36 spinegaunts for three squads of 12.  I've never, ever had someone dedicate enough firepower to killing a single squad of 12, much less three.  Nobody has ever cleared 18 Gaunts from my board, either.  There again, I generally only take two squads of 8 who tend to live unmolested the whole way through.   <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> Much as you hate the look of a Genestealer, there's no arguing the damage two squads of 9 Tendril Stealers can do, which comes in at 306 points.  You have two squads of Gaunts to hang back, sitting on objectives in your deployment zone, then a third squad to follow whatever the Genestealers clear away.  I can guarantee those two 9-man Tendril Stealer squads will outdo the Gaunts any day unless you get silly with them by running them out in the open as a main target.<br /> <br /> As far as looks are concerned, there are three options.  1: Not use the best troop choice we have in our list that also strikes fear into other players, 2: Get over it and lay waste to your enemies, or 3: Convert them to something you do like.  It's not like they're biovores who are both ugly and useless.<br /> <br /> I think the biggest issue with this list is the troop choices.  I see what you're doing with the Devourer spam and forced saves, and it looks like it could be fun and very effective.  The Gaunts aren't really doing anything to help since their spinefists don't really ever force huge numbers of saves, whereas Genestealers will effectively remove anything in their way unless you rush into a pile of Daemonettes (that you should've shot, hurray for 5+ saves).  Then add in Brood Telepathy: no need for Synapse on the Stealers.]]></description>
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				<pubDate><![CDATA[Thu, 14 Aug 2008 18:20:57]]> GMT</pubDate>
				<author><![CDATA[ Kirbinator]]></author>
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