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		<title><![CDATA[Latest posts for the thread "1850 new Tyranids"]]></title>
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				<title>1850 new Tyranids</title>
				<description><![CDATA[ I tried to make this list fairly balanced in all aspects. Please tell me what you think. I May replace the hormagaunts with more raveners or termagaunts pending play testing/<br /> <br /> hive tyrant<br /> wings<br /> Twin Linked devourer<br /> Psycic scream<br /> leech				        245<br /> <br /> Death leaper 			140<br /> <br /> Ymgarl stealers	X10	        230<br /> <br /> <br /> <br /> termagaunts      X30		150<br /> termagaunts	X30		150<br />  <br /> tervigon 			        180<br /> toxin<br /> adrenal		<br /> <br /> hormagaunts X10			100<br /> adrenal<br /> toxin<br /> <br /> raveners	X4		140<br /> <br /> rending<br /> <br /> <br /> <br /> trygon prime			250<br /> adrenal<br /> <br /> tyranofex	      	        	265<br /> rupture cannon<br /> <br /> <br /> <br /> 			         	1850<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 01:18:48]]> GMT</pubDate>
				<author><![CDATA[ Shas'O Dorian]]></author>
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				<title>Re:1850 new Tyranids</title>
				<description><![CDATA[ no offence i just dont like it]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 01:22:59]]> GMT</pubDate>
				<author><![CDATA[ shinyhelmetman]]></author>
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				<title>1850 new Tyranids</title>
				<description><![CDATA[ Could you offer more insight?<br /> <br /> Just a general distaste or is there something you would change?<br /> <br /> I know it's not typical but I feel it has a nice blend of models to deal with almost any opponent.]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 01:24:42]]> GMT</pubDate>
				<author><![CDATA[ Shas'O Dorian]]></author>
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				<title>1850 new Tyranids</title>
				<description><![CDATA[ In a large game of 1850 points your opponent merely has to kill 2 T6 creatures with 10 wounds between them and 3+ saves to stop your frontal assault from doing anything meaningful. And 1 of them burrows so may come in later than the other...not good.]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 01:37:34]]> GMT</pubDate>
				<author><![CDATA[ Lukus83]]></author>
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				<title>1850 new Tyranids</title>
				<description><![CDATA[ I see your point. I was thinking more that the tyrannofex is used to brind down vehicles as the gaunts move up. <br /> <br /> The Tyrant more or less does nothing until the trygon & raveners can come in then It joins in the melee.<br /> <br /> My general strategy is to use gaunts to soak up fire until the trygon & raveners pop up & get to grips, have the horms come up through the trygon tunnel & then have the tyrant jump in.<br /> <br /> It wouldn't be terribly effective turn 1 & 2 but generally I feel I should be able to survive those.<br /> <br /> Even <span class="glossaryitem" onmouseover='gp(119);'>SM</span> with Lascannons at the fex:<br /> <br /> Hit 2/3<br /> Wound 5/6<br /> <br /> They'll need on average. over 8 shots to bring one down, assuming I'm not behind some sort of cover.<br /> <br /> As for deathleaper & the stealers, they're a nasty suprise to keep my opponent away from terrain.]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 01:45:08]]> GMT</pubDate>
				<author><![CDATA[ Shas'O Dorian]]></author>
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				<title>1850 new Tyranids</title>
				<description><![CDATA[ In all honesty in the list that you are running you don't need so many regular gaunts. 1 brood of 20 should do the job since you can also spawn more. Use the saved 250 points for something offensive that has synpase (warriors in a pod, zoanthropes, another trygon etc).<br /> <br /> Oh and you might want to try podding your horagaunts. When they arrive they just go berzerk and it doesn't matter since you can deploy them so they charge the most valuable target (the infantry, troop objective holder). You will need more of them though.]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 01:51:51]]> GMT</pubDate>
				<author><![CDATA[ Lukus83]]></author>
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				<title>1850 new Tyranids</title>
				<description><![CDATA[ Interesting. Perhaps if I went with less terms, 20 horms in a pod & a mawloc? Points aside, I'll figure out how to make it work]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 01:58:58]]> GMT</pubDate>
				<author><![CDATA[ Shas'O Dorian]]></author>
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				<title>1850 new Tyranids</title>
				<description><![CDATA[ Do you have any ranged fire to stop some AV14?<br /> <br /> And...one squad of sternguards could shoot down 0.926 Fex in a single turn(combi-meltas not counted in). ]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 03:18:48]]> GMT</pubDate>
				<author><![CDATA[ tokugawa]]></author>
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				<title>1850 new Tyranids</title>
				<description><![CDATA[ Every army has its kill unit & if I'm dumb enough to pop up within 18" of the sternguards AP3 guns, assuming I'm playing marines who happen to field a 10 man squad of them, then it serves me right. But as for the <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 14 that's the tyranno fex with the <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 10 Assault 2 gun. or If I'm in dire need the Tyranno fex at Str7 w/ furious charge.]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 03:42:01]]> GMT</pubDate>
				<author><![CDATA[ Shas'O Dorian]]></author>
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				<title>Re:1850 new Tyranids</title>
				<description><![CDATA[ Hormagants don't need both adrenal glands <i>and</i> toxin sacs, it makes them too expensive. Toxin is good enough as you'll already be hitting ahead of most things with I5, and the strength boost from <span class="glossaryitem" onmouseover='gp(397);'>FC</span> is useless as you'll always be wounding on a 4+ anyway.]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 04:07:49]]> GMT</pubDate>
				<author><![CDATA[ unbeliever87]]></author>
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				<title>1850 new Tyranids</title>
				<description><![CDATA[ Yea I took it as a way to get me to 1850 but if I cut that I can add stuff elsewhere ]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 04:59:27]]> GMT</pubDate>
				<author><![CDATA[ Shas'O Dorian]]></author>
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				<title>Re:1850 new Tyranids</title>
				<description><![CDATA[ Second the Hormagaunt comment. The little bugs should be swarmy; Though I am a fan of a unit of 10-12 termagants with devourers. The unit activates your tervigon as a troop, and that's a lot of shots that are just as accurate as anyone else who's not in power armor. <br /> <br /> One word: Thropes. The table time I've had with the new book so far has got me liking both of the Thropes a lot. Zoanthropes waxed two battlewagons from the front by turn 3, and the Venom does triple duty: keep you safe(ish) with the 5+ cover, cancel assault bonuses, and force dangerous terrain tests. Against anything that's going to hit your lines en masse, dangerous terrain tests are a big deal. <br /> <br /> Other than that, I'm a big fan of Raveners, though I've found the most use for them as a counter-punch unit; deployed on the table, skulk around, take potshots, then when something's within striking distance, roll in and hit. <br /> <br /> And it may be silly, but I love the spore mine effect. So far they have had one game where they didn't do much, and one where they cordoned off a whole section of the field since the guy was unwilling to go near them. <br /> <br /> -Dis.]]></description>
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				<pubDate><![CDATA[Sat, 16 Jan 2010 06:10:54]]> GMT</pubDate>
				<author><![CDATA[ disdainful]]></author>
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