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				<title>Not Tourney - All Comers - new codex Tyranids List</title>
				<description><![CDATA[ Hi All, first post on the forum so really Nice to write to you all.<br /> I'm Ivan, from Italy, I've been a unnamed reader for a while (mostly for the modelling and painting section) and finally I registered an account.<br /> <br /> In fact me and a close number of friend are coming back on the game (<span class="glossaryitem" onmouseover='gp(3);'>40k</span>) in occasion of some new codex published or soon available.<br /> <br /> <br /> First of all please be patient about my English.<br /> Second please take a look of the following 2000p. (convertible in 1750 and 1850) Tyranid list.<br /> <br /> We will not play ultra-competitive but because we have some member that will participate at some tourney, we follow the rules of the games-to-play month per month.<br /> <br /> QG - Tyrant - paroxism, leech essence, ancient enemy, 2x scyt., inoculate, toxin sacs and glands, wings.<br /> 280<br /> <br /> QG - Tyranid Primus - sword and whip, deathspitter, glands and toxin sacs, regen.<br /> 130<br /> <br /> Elite - 2x Hive Guards<br /> 100<br /> <br /> Elite - 2x Zoanthrope<br /> 120<br /> <br /> Elite - 1x Lictor<br /> 65<br /> <br /> Troops - 4x Warriors - 3x deathspitters, 1x strangler<br /> 145<br /> <br /> Troops - 10x Termagant.<br /> 50<br /> <br /> Troops - Tervigone - scyt. talons.<br /> 165<br /> <br /> Troops - 12x Termagant.<br /> 60<br /> <br /> Troops - 8x Genestealers - Broodlord, 8x toxin sacs.<br /> 182<br /> <br /> Troops - 8x Genestealers - Broodlord, 8x toxin sacs.<br /> 182<br /> <br /> Heavy - Trygon Primus.<br /> 240<br /> <br /> Heavy - Multifex - 1 pair of scyt. talons, byoplasma and the new cannon stranglethorn (you know waht I mean.. I don't know how do you call it in English)<br /> <br /> <br /> <br /> My first necessity is to not spend a lot of money to return in some easy-game when I've already 2500+ points available.<br /> <br /> Some doubts about the Zoanthropes survival and in case to substitute the Trygon Primus with a normal one to gain one mycetic spore for the 2 brains.<br /> They will arrive safe "in-place" (thanks to the Lictor) and they will have at least 1 turn of psyonic throw, but after? this doesn't gonna change a lot and the risk is to finally have the 2 Zoanthropes dead and the Trygon not-synaptic all alone before the arrive of the biggest part of the army.<br /> <br /> <br /> Variants:<br /> <br /> One Mawloc instead of the Trygon Primus. -70p<br /> Erase one complete Genestealer brood. -182p<br /> Tot. 1747p.<br /> <br /> One normal Trygon insteat of the Primus. -40p<br /> Erase one complete Genestealer brood. -182p<br /> Add 12x Hormagaunts, 72p.<br /> Tot. 1849p.<br /> <br /> <br /> <br /> C&C really welcome.<br /> <br /> Tactical problems even more, The last time I played the rules were reeeeeaaaaally differents.<br /> <br /> <br /> Toban ]]></description>
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				<pubDate><![CDATA[Wed, 3 Feb 2010 08:55:54]]> GMT</pubDate>
				<author><![CDATA[ Toban]]></author>
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				<title>Not Tourney - All Comers - new codex Tyranids List</title>
				<description><![CDATA[ Drop toxin on your <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>. They would make your performance worse. <br /> <br /> Tervigon needs catalyst.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 3 Feb 2010 09:21:09]]> GMT</pubDate>
				<author><![CDATA[ tokugawa]]></author>
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				<title>Not Tourney - All Comers - new codex Tyranids List</title>
				<description><![CDATA[ <blockquote><div><cite>tokugawa wrote:</cite>Drop toxin on your <span class="glossaryitem" onmouseover='gp(56);'>HQs</span>. They would make your performance worse. <br /> <br /> Tervigon needs catalyst.<br /> <br /> </div></blockquote><br /> <br /> Hi and Tanks for the reply.<br /> <br /> Catalyst on the Tervigon is great but only if in combo with toxins and glands. Don't you think it will be a waste of points on a model that will stay all the time on my objective? Or do you think that the <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> rule is enough?<br /> I'm scared abount the "double-roll". If it stop to generate Termies they will be 35p lost.]]></description>
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				<pubDate><![CDATA[Wed, 3 Feb 2010 09:26:01]]> GMT</pubDate>
				<author><![CDATA[ Toban]]></author>
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				<title>Not Tourney - All Comers - new codex Tyranids List</title>
				<description><![CDATA[ Drop sacs on both your <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> regeneration is pretty useless only anything with less than 6 wounds.<br /> <br /> Tervigon NEEDS toxins sacs and adrenal glands ALWAYS. No point in taking it if you are not going to boost nearby Termagants. Termagants need to be in bigger units if you want catalyst or it needs to be cast on the Warriors it is of very dubious benefit to <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>. I'd advise bigger units of Termagants anyway. Also with the Tervigon like most <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> you need duel threat and with the chance of the models spawning ending on a double you need another Tervigon in there too. In general I'd only take Tervigons if you are going to commit to them and take at least 2 (preferably 3-4) andf large broods of Termagants.<br /> <br /> Not enough ranged anti-tranport in this points level. 2 Hive Guard and 2 Zoanthropes won't cut it. Not sure what the lictor will really do for you in this list.<br /> <br /> Trygon Prime will die the turn it arrives. Needs to be used in pairs or will never do anything. If you are already spedning 240 points on it 10 points for adrenal glands just gives you that nice increase in assault against Landraiders.]]></description>
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				<pubDate><![CDATA[Wed, 3 Feb 2010 11:10:03]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Not Tourney - All Comers - new codex Tyranids List</title>
				<description><![CDATA[ <blockquote><div><cite>FlingitNow wrote:</cite>Drop sacs on both your <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> regeneration is pretty useless only anything with less than 6 wounds.<br /> <br /> Tervigon NEEDS toxins sacs and adrenal glands ALWAYS. No point in taking it if you are not going to boost nearby Termagants. Termagants need to be in bigger units if you want catalyst or it needs to be cast on the Warriors it is of very dubious benefit to <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>. I'd advise bigger units of Termagants anyway. Also with the Tervigon like most <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> you need duel threat and with the chance of the models spawning ending on a double you need another Tervigon in there too. In general I'd only take Tervigons if you are going to commit to them and take at least 2 (preferably 3-4) andf large broods of Termagants.<br /> <br /> Not enough ranged anti-tranport in this points level. 2 Hive Guard and 2 Zoanthropes won't cut it. Not sure what the lictor will really do for you in this list.<br /> <br /> Trygon Prime will die the turn it arrives. Needs to be used in pairs or will never do anything. If you are already spedning 240 points on it 10 points for adrenal glands just gives you that nice increase in assault against Landraiders.</div></blockquote><br /> <br /> Hi and Tanks for the reply.<br /> <br /> <br /> I will try to explain you my tactics idea:<br /> <br /> - Lictor is important mostly for one reason, the ferohormon trace (you know what I mean). This will let me send in <span class="glossaryitem" onmouseover='gp(471);'>DS</span> attack without deviations the Trygon Prime (or even better one normal Trygon and the 2 Zoe in a mycetic spore). This will let also to planify a good tactic position for the spawning-tunnel.<br /> <br /> Consider the army divided in 5 groups.<br /> n.1 - Lictor - Trygon - eventually the Zoe-Pod.<br /> n.2 - Flyrant + Gargs immediately hunting <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, high <span class="glossaryitem" onmouseover='gp(123);'>str</span>. area weapons or special carachters.<br /> n.3 - 12 termies (just shielding the first turn), Carnifex, Zoes if not in one spore, hive guards, <span class="glossaryitem" onmouseover='gp(132);'>Tyr</span>. Primus join the warriors all advancing vs the bigger core of the enemy army. Note that this group can bi splitted in very different ways if necessary placing the primus here and the warrior there and the Zoes to another destinatios etc etc..<br /> n.4 - Tervigone with 10 termies (just shielding the first turn).<br /> n.5 - the 2 Broods of Genestealers with Lords that can be lined up in very differents ways like infiltration, <span class="glossaryitem" onmouseover='gp(471);'>DS</span> or just as RES from my table board (so close to my obj.).<br /> <br /> I will take seriously your advices about the combo catalyst+toxins+glands on the Terv. but about bigger units of terms I'm full of doubts. IF the Terv. just gonna do his work generating bugs for at least a pair of turns everything will be nice, in anycase if it stop to give birth one choice in-between Warriors, Hive Guards, Gargs, Carnifex and even the Flyrant can come back on my mission obj.<br /> <br /> What about anti-tank/transport?<br /> I thought that a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Flyrant, one Carnifex with the new 36" VP5 weapon (and close the bioplasma), 2x Zoes, 2x Hive Guards and a barbed strangler on the warrior Units (that will throw optimally with the <span class="glossaryitem" onmouseover='gp(132);'>Tyr</span>.Primus Balistic ability) can give some problems on a lot of vehicles.. at least blocking/stunning.<br /> <br /> Is it totally wrong?]]></description>
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				<pubDate><![CDATA[Wed, 3 Feb 2010 11:39:36]]> GMT</pubDate>
				<author><![CDATA[ Toban]]></author>
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				<title>Not Tourney - All Comers - new codex Tyranids List</title>
				<description><![CDATA[ <blockquote class="uncited"><div><br /> - Lictor is important mostly for one reason, the ferohormon trace (you know what I mean). This will let me send in <span class="glossaryitem" onmouseover='gp(471);'>DS</span> attack without deviations the Trygon Prime (or even better one normal Trygon and the 2 Zoe in a mycetic spore). This will let also to planify a good tactic position for the spawning-tunnel.</div></blockquote><br /> <br /> There is no guarantee the Lictor will come on first or before your im[portant units so that special rule is largely redundant for anything except a Mawloc (as it can arrive first re-burrow and by the time it comes back the Lictor should be on the board).<br /> <br /> <blockquote class="uncited"><div>n.1 - Lictor - Trygon - eventually the Zoe-Pod.<br /> n.2 - Flyrant + Gargs immediately hunting <span class="glossaryitem" onmouseover='gp(87);'>LR</span>, high <span class="glossaryitem" onmouseover='gp(123);'>str</span>. area weapons or special carachters.<br /> n.3 - 12 termies (just shielding the first turn), Carnifex, Zoes if not in one spore, hive guards, <span class="glossaryitem" onmouseover='gp(132);'>Tyr</span>. Primus join the warriors all advancing vs the bigger core of the enemy army. Note that this group can bi splitted in very different ways if necessary placing the primus here and the warrior there and the Zoes to another destinatios etc etc..<br /> n.4 - Tervigone with 10 termies (just shielding the first turn).<br /> n.5 - the 2 Broods of Genestealers with Lords that can be lined up in very differents ways like infiltration, <span class="glossaryitem" onmouseover='gp(471);'>DS</span> or just as RES from my table board (so close to my obj.). </div></blockquote><br /> <br /> You don't have any Gargoyles listed? The Tervigon is a waste <span class="glossaryitem" onmouseover='gp(600);'>fo</span> points if it is just sitting on the objective spwaning. You're probably better off just having extra Termagants there. Could work but it will be targeted and then of the gants will run away. A unit of gants sat there will draw less fire, and divert fewer point away from your main offensive.<br /> <br /> Stealers can't <span class="glossaryitem" onmouseover='gp(471);'>DS</span> and there is no value in having them walk on from your board edge. Inflitrate them or outflank them. outflanking works great. With your list you could then have a large portion in reserve. In which case get Hive Commander on the Tyrant so they will turn up on bulk in turn 2. Scything Talons are a total waste on him with Old Adversary as he gets re-rolls to hit anyway. Get a bonesword and Lash on him and then take a pair of devourers so he can <span class="glossaryitem" onmouseover='gp(471);'>DS</span> in and cause havoc with his shooting before charging into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> the following turn.<br /> <br /> <blockquote class="uncited"><div>I will take seriously your advices about the combo catalyst+toxins+glands on the Terv. but about bigger units of terms I'm full of doubts. IF the Terv. just gonna do his work generating bugs for at least a pair of turns everything will be nice, in anycase if it stop to give birth one choice in-between Warriors, Hive Guards, Gargs, Carnifex and even the Flyrant can come back on my mission obj. </div></blockquote><br /> <br /> Do you want to direct these big hitters from your main assault? A small unit of Termagants can hold the objective and then just redirect DSing units or fliers back if he drops in to take the objective off you. A good tactic can be to hold that Termagant unit in reserve so turn 1 <span class="glossaryitem" onmouseover='gp(262);'>DP</span> assaults are wasted against them. You don't need them walking on until later anyway... Or you can have the objective right on the end of your deployment Zone and hold it with the Hive Guard who should be able to still be in range whilst hanging back.<br /> <br /> <blockquote class="uncited"><div>I thought that a <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Flyrant, one Carnifex with the new 36" VP5 weapon (and close the bioplasma), 2x Zoes, 2x Hive Guards and a barbed strangler on the warrior Units (that will throw optimally with the <span class="glossaryitem" onmouseover='gp(132);'>Tyr</span>.Primus Balistic ability) can give some problems on a lot of vehicles.. at least blocking/stunning. </div></blockquote><br /> <br /> Zoanthropes will worry vehicles but are short ranged and can be nullified by libbies. Hive Guard are good but there's simply not enough of them to worry an all mech list. You can't rely on <span class="glossaryitem" onmouseover='gp(19);'>CC</span> especially if you are against Eldar Wave Serpents they will fly rings around you whilst giggling histerically and then tank shock you off all the objectives in turn 5 (and again in turn 6 should it be required and again...). Also against <span class="glossaryitem" onmouseover='gp(124);'>SW</span> razorback armies you've just not got enough firepower to take down transports.]]></description>
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				<pubDate><![CDATA[Wed, 3 Feb 2010 12:07:30]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Re:Not Tourney - All Comers - new codex Tyranids List</title>
				<description><![CDATA[ So what do you think abount something like this:<br /> <br /> QG - Flyrant - paroxism, leech essence, Old Adversary, Hive Commander, sword and whip, twin-linked brainsucker! <span class="glossaryitem" onmouseover='gp(29);'>dev</span>., wings.<br /> 295<br /> <br /> QG - <span class="glossaryitem" onmouseover='gp(132);'>Tyr</span>. Prime - sword and whip, adrenal glands.<br /> 105<br /> <br /> Elite - 2x Hive Guards.<br /> 100<br /> <br /> Elite - 2x Zoes - mycetic spore.<br /> 160<br /> <br /> Troops - 3x Warrior - venom cannon.<br /> 105<br /> <br /> Troops - 8x Stealers - Broodlord, 8x toxin sacs.<br /> 182<br /> <br /> Troops - 8x Stealers - Broodlord, 8x toxin sacs.<br /> 182<br /> <br /> Troops - 13x Termies.<br /> 65<br /> <br /> Troops - 13x Termies.<br /> 65<br /> <br /> Troops - 14x Termies.<br /> 70<br /> <br /> Fast - 10x Gargs.<br /> 60<br /> <br /> Heavy - Trygon Prime - Adrenal glands.<br /> 250<br /> <br /> Heavy - Mawloc - Adrenal glands.<br /> 180<br /> <br /> Heavy - Carnifex - 1 pair scyt. talons, new stranglethorn cannon (you know waht I mean.. I still don't know how do you call it in English)<br /> 180<br /> <br /> tot. still 1999p.<br /> <br /> <br /> Or deleting the <span class="glossaryitem" onmouseover='gp(132);'>Tyr</span>. Prime adding the third Zoe to the spore and growing the termies at 16+16+17 elements.<br /> <br /> I still consider Termies so so delicates. ]]></description>
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				<pubDate><![CDATA[Wed, 3 Feb 2010 14:53:56]]> GMT</pubDate>
				<author><![CDATA[ Toban]]></author>
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				<title>Not Tourney - All Comers - new codex Tyranids List</title>
				<description><![CDATA[ The Tyranid Prime needs a gun if he's joining the venomcannon warriors (presumably with deathspitters?). I'd prefer the barbed strngler to venom cannon always, just donl't think it really does well against anything.<br /> <br /> Flyrant is nice. Join the Prime to the warriors and they can outflank with the stealers using Hive commander.<br /> <br /> Give all you Gargoyles toxin sacs! Then watch Wraithlords cry as your 70 point unit takes it to peices!<br /> <br /> I don't think adrenal glands are worth it on the Mawloc he only has 3 attacks and Ws3 he's pretty lame except when coming on through <span class="glossaryitem" onmouseover='gp(471);'>DS</span>. Keep him doing that he shouldn't be charging anyone really. If someone castles against you then the Mawloc will have fun!! <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> It is called a Carnifex by the way and if anything should be dropped for more fire power it should go. They are just a little overpriced in the new codex compared to Trygons and Mawlocs. It is also the only <span class="glossaryitem" onmouseover='gp(93);'>MC</span> you have not arriving from reserve so will be easily singled out by the enemy on turn 1 for death. Drop it get more Hive guard and Zoanthropes would be my advice.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 3 Feb 2010 15:05:55]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Re:Not Tourney - All Comers - new codex Tyranids List</title>
				<description><![CDATA[ Ok, so finally the good list. I hope.<br /> <br /> QG - Flyrant - parox, leech essence, old adversary, hive comm., sword & whip, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>., wings.<br /> 295 p.<br /> QG - <span class="glossaryitem" onmouseover='gp(132);'>Tyr</span>. Prime - sword & whip, deathspitter, adr. glands.<br /> 110 p.<br /> <br /> <span class="glossaryitem" onmouseover='gp(555);'>EL</span> - 2x hive guards.<br /> 100 p.<br /> <span class="glossaryitem" onmouseover='gp(555);'>EL</span> - 2x hive guards.<br /> 100 p.<br /> <span class="glossaryitem" onmouseover='gp(555);'>EL</span> - 3x Zoant. - mycetic spore.<br /> 220 p.<br /> <br /> TR - 3x warriors - 2x deathspitter, 1x barb. strangler.<br /> 110 p.<br /> TR - 8x Stealers - Broodlords, 8x toxin sacs.<br /> 182 p.<br /> TR - 8x Stealers - Broodlords, 8x toxin sacs.<br /> 182 p.<br /> TR - 14x Term.<br /> 70 p.<br /> TR - 14x Term.<br /> 70 p.<br /> <br /> <span class="glossaryitem" onmouseover='gp(35);'>FA</span> - 10x Gargs - 10x Toxin sacs.<br /> 70 p.<br /> <span class="glossaryitem" onmouseover='gp(35);'>FA</span> - 10x Gargs - 10x Toxin sacs.<br /> 70 p.<br /> <br /> HE - Trygon - Adrenal Glands.<br /> 210 p.<br /> HE - Trygon - Adrenal Glands.<br /> 210 p.<br /> <br /> Tot. 1999<br /> <br /> <br /> <br />  <img src="/s/i/a/7466fb56651cad8d97db5a0ed3311ea6.gif" border="0"> <br /> I'm gonna give it a chance.<br /> <br /> By the way I'm feeling naked without at least a Carnifex on the table..]]></description>
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				<pubDate><![CDATA[Wed, 3 Feb 2010 16:14:06]]> GMT</pubDate>
				<author><![CDATA[ Toban]]></author>
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