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				<title>2000 Tyranid Hoard List</title>
				<description><![CDATA[ Having bought a ton of boxes and various stuff and having played a few games,  I think I have came up with a list that "feels" good to play and I think I can win some games by the sheer number of models I have on the board.<br /> <br /> I do not have my codex on me so some of the point totals might be wrong but here it goes:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - 100<br /> <br /> Tyranid Prime - 100<br />   Lash Whip + Bonesword<br />   Deathspitter<br /> <br /> Elite - 380<br /> <br /> Hive Guard Brood - 100<br />   Hive Guard x2<br /> <br /> Hive Guard Brood - 100<br />   Hive Guard x2<br /> <br /> Zoanthrope Brood - 180<br />   Zoanthrope x3<br /> <br /> Troop - 917<br /> <br /> Tyranid Warrior Brood - 225<br />   Warrior x5<br />     Dual Bonesword<br />     Deathspitter<br /> <br /> Genestealer Brood - 218<br />   Broodlord<br />     Scything Talons<br />     Toxin Sacs<br />   Genestealer x9<br />     Toxin Sacs<br /> <br /> Genestealer Brood - 218<br />   Broodlord<br />     Scything Talons<br />     Toxin Sacs<br />   Genestealer x9<br />     Toxin Sacs<br /> <br /> Hormagaunt Brood - 128<br />   Hormagaunt x16<br />     Toxin Sacs<br /> <br /> Hormagaunt Brood - 128<br />   Hormagaunt x16<br />     Toxin Sacs<br /> <br /> Fast Attack - 600<br /> <br /> Tyranid Shrike Brood - 250<br />   Shrike x5<br />     Lash Whip + Bonesword<br />     Devourer<br /> <br /> Ravener Brood - 210<br />   Ravener x6<br />     Rending Claws<br /> <br /> Gargoyle Brood - 140<br />   Gargoyle x20<br />     Toxin Sacs<br /> <br /> Total: 1997<br /> <br /> The list is build around the idea of having a fast moving body of Tyranids with options of inflitrating, outflanking, or flying towards units to tie up or maw with numbers. While removing the monsterous creatures from the lists removes the obvious threats for krak missiles and lascannons to fire at, it still gives them targets with Warriors, Shrikes, and Raveners. Flamers and other templates would be my biggest threats that I would have to play around. The Elites are of obvious choices because of how many vehicles run around these days and the S8 and S5 AP3 blasts are still good against armies without vehicles.<br /> <br /> The list is not ment to be completely competative but still ink out wins here and there against whatever army I run up against while still feeling like I "built" my list.]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2011 20:24:59]]> GMT</pubDate>
				<author><![CDATA[ Zyllos]]></author>
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				<title>2000 Tyranid Hoard List</title>
				<description><![CDATA[ :( im sorry but this list is going to lose against any player who knows 5% of the tyranid codex and this is why. <br /> <br /> Firstly because you are running NO monsterous creatures.<br /> 2. Zoanthropes will get shot before they can even fire because you dont have them in a snot pod.<br /> 3. this means you will definetly lose to mech orrientated armies.<br /> 4. you have no heavy support, which are consided possibily the strongest sector of tyranid codex.<br /> 5. Tyranid shrike broods arn't compettitive, 250 points would be much better suited for the MIGHTY TERVIGON.<br /> 6. your units would be able to infiltrate at 12' range against good players because they wont let you <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> them. <br /> 7. at 2k you should probably run a bigger <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, like tervigon or flyrant. <br /> 8. with the amount of stuff with toxin sacks you dont need them on gargoyls and they already wound of 6's to hit. <br /> <br /> Here are some of my lists:<br /> <br /> Full footslogging (even the Trygons will walk), the actual competitive/tournaments list: <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - Tyrant - paroxism and leech ess. - 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>. - Old Adversary - Adrenal Glands - 1x Tyrant Guard with Lashwhip. 300 <br /> <span class="glossaryitem" onmouseover='gp(555);'>EL</span> - 2x Hive Guards. 100 <br /> <span class="glossaryitem" onmouseover='gp(555);'>EL</span> - 2x Hive Guards. 100 <br /> <span class="glossaryitem" onmouseover='gp(555);'>EL</span> - 2x Hive Guards. 100 <br /> TR - 10x Termagants. 50 <br /> TR - 10x Termagants. 50 <br /> TR - Tervigon - Adrenal Glands - Toxin Sacs - Catalyst. 195 <br /> TR - Tervigon - Adrenal Glands - Toxin Sacs - Catalyst. 195 <br /> TR - 10x standard Stealers. 140 <br /> TR - 10x standard Stealers. 140 <br /> HV - Trygon - Adrenal Glands. 210 <br /> HV - Trygon - Adrenal Glands. 210 <br /> HV - Trygon - Adrenal Glands. 210<br /> <br /> Deep striking list: <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - Tyrant - Parox. and Leech Ess. - 1x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(29);'>Dev</span>. - Bonesword and Lashwhip - Adrenal Glands - Hive Commander - Wings. 280 <br /> <span class="glossaryitem" onmouseover='gp(555);'>EL</span> - 2x Zoanthropes - <span class="glossaryitem" onmouseover='gp(422);'>Spod</span>. 160 <br /> <span class="glossaryitem" onmouseover='gp(555);'>EL</span> - 2x Zoanthropes - <span class="glossaryitem" onmouseover='gp(422);'>Spod</span>. 160 <br /> <span class="glossaryitem" onmouseover='gp(555);'>EL</span> - 2x Zoanthropes - <span class="glossaryitem" onmouseover='gp(422);'>Spod</span>. 160 <br /> TR - 20x Termagants - 20x Devourers - <span class="glossaryitem" onmouseover='gp(422);'>Spod</span>. 240 <br /> TR - 20x Termagants - 20x Devourers - <span class="glossaryitem" onmouseover='gp(422);'>Spod</span>. 240 <br /> TR - 10x standard Stealers. 140 <br /> TR - 10x standard Stealers. 140 <br /> <span class="glossaryitem" onmouseover='gp(35);'>FA</span> - 10x standard Gargoyles. 60 <br /> HV - Trygon - Adrenal Glands. 210 <br /> HV - Trygon - Adrenal Glands. 210<br /> <br /> Sick 2k rush <span class="glossaryitem" onmouseover='gp(471);'>DS</span> list<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - Tyrant - Paroxism and Lashwhip - 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Devourers - Hive Commander - Wings. 285<br /> <span class="glossaryitem" onmouseover='gp(555);'>EL</span> - 2x Zoanthropes - <span class="glossaryitem" onmouseover='gp(422);'>Spod</span>. 160<br /> <span class="glossaryitem" onmouseover='gp(555);'>EL</span> - 2x Zoanthropes - <span class="glossaryitem" onmouseover='gp(422);'>Spod</span>. 160<br /> TR - 15x Termagants - 15x Devourers - <span class="glossaryitem" onmouseover='gp(422);'>Spod</span>. 190<br /> TR - 15x Termagants - 15x Devourers - <span class="glossaryitem" onmouseover='gp(422);'>Spod</span>. 190<br /> TR - 8x Stealers. 112<br /> TR - 8x Stealers. 112<br /> <span class="glossaryitem" onmouseover='gp(35);'>FA</span> - 10x Gargoyles. 60<br /> HV - Trygon - Adrenal Glands. 210<br /> HV - Trygon - Adrenal Glands. 210<br /> HV - Trygon - Adrenal Glands. 210<br /> Tot. 1999<br /> <br /> <br /> <br /> <br /> Thanks, Dave_Nz<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2011 21:10:25]]> GMT</pubDate>
				<author><![CDATA[ Dave_Nz]]></author>
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				<title>Re:2000 Tyranid Hoard List</title>
				<description><![CDATA[ About the no monsterous creatures, I have played several games before and I am unimpressed with the Trygon, Mawloc, Carnifex, and Tyrant (I have not tried the Tervigon). Most of my games see all of my monsterous creatures die in the first 2 turns of the game.<br /> <br /> About Zoanthropes, honestly, I hope they shoot at them. They love taking lots of missile/dark lance/ect fire with the 3++ save. Sure, you lose the 2W characteristic from instant death but they soak up lots of shots. And really, the Hive Guard is what does the work, Zoanthropes surviving past Turn 3 is a bonus to me. About the Spore Pod, I loved it when I played it that way, but I also foot slogged them and didnt have a whole lot of issues getting shots off against Dark Eldar.<br /> <br /> I know Shrikes are not considered "competative" because of instant death but monsterous creatures, at least to me, die just the same, just without the cover save. I am not really building this list to be competative anyways, more like just to get some good games in while feeling like I actually built my list.<br /> <br /> Whats wrong with infiltrating 18" away? (And not everybody can be a good player, so why not use the ability the Codex has given to ya?)<br /> <br /> While Gargoyles do hit on 6's, for 1 extra point per model, they also wound on 4's vs anything. That 1 extra point is just a hair more than a single genestealer with toxin sacs.]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2011 21:26:06]]> GMT</pubDate>
				<author><![CDATA[ Zyllos]]></author>
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				<title>2000 Tyranid Hoard List</title>
				<description><![CDATA[ so what do you do once they have 2 <span class="glossaryitem" onmouseover='gp(87);'>LR</span> and other tanks out....... ]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2011 21:43:48]]> GMT</pubDate>
				<author><![CDATA[ Dave_Nz]]></author>
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				<title>2000 Tyranid Hoard List</title>
				<description><![CDATA[ <blockquote><div><cite>Dave_Nz wrote:</cite>so what do you do once they have 2 <span class="glossaryitem" onmouseover='gp(87);'>LR</span> and other tanks out....... </div></blockquote><br /> <br /> For those lists I run into that does have multiple Land Raiders, some tactics will need to be adopted/changed. Like finding ways to limit the amount of S8 weaponary pointed towards the Zoanthropes. Maybe even use the Zoanthropes to force movement of the Land Raiders so they either have to make choices of getting good shots at the Zoanthropes but leaving a flank exposed vs. protecting a flank but leaving the Zoanthropes unscathed. Hell, the Hive Guard, with all of them shooting at the Land Raider, can still do some damage to it, 88% chance to glance with the squad firing at it. With that in mind, I might reduce the Hormagaunt squads from 32 to 20 and use the extra points to make it x3 Hive Guard in each squad, but it does make that single Hormagaunt squad kinda just sitting out there exposed.<br /> <br /> And in all honesty, I have yet to see a dual Land Raider list where I play at.]]></description>
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				<pubDate><![CDATA[Wed, 16 Mar 2011 22:04:53]]> GMT</pubDate>
				<author><![CDATA[ Zyllos]]></author>
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				<title>2000 Tyranid Hoard List</title>
				<description><![CDATA[ If you're hellbent on trying this without any <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, then I'd recommend joining the Tyranid Prime to the Zoeys. He can take <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8 shots without dying instantly, so you'd have a little more chance to get close enough to blow their armor up.<br /> <br /> <br /> And if you find that your <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> always die, try putting them in places where they can't die easily. Give them Cover by sticking them behind your Gargoyles, and they'll survive a bit better. Stick a venomthrope in there for 6" of everything gets 5+.<br /> <br /> <br /> And one more bit of advice (not necessarily for this list): Try the Tervigon. Give it Tox, Adrenal Glands, and Catalyst. Being able to give any unit within 12" <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is pretty dang useful, and pumping out Gants can change games. Take 2 units of Termagants and 2 Tervigons, and then you've got a <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 6/T6/W6 <span class="glossaryitem" onmouseover='gp(93);'>MC</span> standing on objectives. Outflanking them via Hive Tyrant usually turns out to be very helpful.<br /> <br /> If you don't like it, then it's probably not for you, but being able to pump out hordes of Termagants AND super-power them for 195 points is worth the cost.]]></description>
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				<pubDate><![CDATA[Thu, 17 Mar 2011 02:37:33]]> GMT</pubDate>
				<author><![CDATA[ Kumorikage]]></author>
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				<title>2000 Tyranid Hoard List</title>
				<description><![CDATA[ <blockquote class="uncited"><div>2. Zoanthropes will get shot before they can even fire because you dont have them in a snot pod. <br /> 3. this means you will definetly lose to mech orrientated armies. </div></blockquote><br /> <br /> I disagree with this. Zoantrhopes actually can survive much longer than people give them credit for. Their bane is small arms fire, which in this case... won't being going to them. <br /> <br /> <blockquote class="uncited"><div>5. Tyranid shrike broods arn't compettitive, 250 points would be much better suited for the MIGHTY TERVIGON. </div></blockquote><br /> <br /> From his first sentence in the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>... I believe I can safely assume that this list was not meant to be competitive. Just fun. <br /> <br /> Though I am against all versions of warriors (except for Primes) because of their lack of ability to be worth their points... <br /> <br /> <blockquote class="uncited"><div>7. at 2k you should probably run a bigger <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, like tervigon or flyrant. </div></blockquote><br /> <br /> I am actually more partial to Dual Tyranid Primes with <span class="glossaryitem" onmouseover='gp(495);'>LW</span>/<span class="glossaryitem" onmouseover='gp(14);'>BS</span> and <span class="glossaryitem" onmouseover='gp(130);'>TS</span>. Joined in termagaunt units, they <br /> A. Provide a nice wall for the Tyranid Prime<br /> B. Provide strong synapse<br /> C. Make for a hell of a scoring unit<br /> D. Have amazing <span class="glossaryitem" onmouseover='gp(19);'>CC</span> skills. <br /> <br /> Try putting Tyranid Prime with gants on an objective in cover gone to ground... 23 3+ save wounds for 200 points isn't something that is going down from shooting. Opponents trying to get into close combat with you will be attacking second because of lash whips and be hit by the might of your entire unit. <br /> <br /> Plus, the Prime is no pushover by himself. I feel he is more cost efficient and provides more synergy with the rest of the army. Playstyle choice i guess. <br /> <br /> <blockquote class="uncited"><div>8. with the amount of stuff with toxin sacks you dont need them on gargoyls and they already wound of 6's to hit.</div></blockquote><br /> <br /> Usually best to give them nothing when they are screening <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s. This is not the case. Remember that gargoyles with <span class="glossaryitem" onmouseover='gp(160);'>AG</span> and <span class="glossaryitem" onmouseover='gp(130);'>TS</span> cost the same as gaunts with <span class="glossaryitem" onmouseover='gp(130);'>TS</span>. they are far better at doing the same job. My advice leans more toward, "Drop the shrikes for more gargoyles and give them both". At 8 points each... them being that good at anti-infantry is kind of unreal. <br /> <br /> <blockquote class="uncited"><div>I am unimpressed with the Trygon, Mawloc, Carnifex, and Tyrant </div></blockquote><br /> <br /> Mawloc sucks. So that is expected. Carnifex is not bad... but costs a lot. Tyrant shouldn't be dying if you are getting it cover saves from A. If it is a flyrant gargoyles or B Tyrant guard. Also note that it can get a 2+ armor save, which greatly decreases the amount of weapons that penetrate its armor. And 2+ armor takes twice as many shots to get past than 3+ assuming no penetration. <br /> <br /> Trygons need to be run in pairs. Also, I hope you weren't deepstriking it when you tested it... or were using that crappy thing cruddace was so funny enough to call a gun. <br /> <br /> <blockquote class="uncited"><div>Whats wrong with infiltrating 18" away? (And not everybody can be a good player, so why not use the ability the Codex has given to ya?) </div></blockquote><br /> <br /> Well, when you run you need to get a 6 to be in range of anything... and you wont be in cover. <br /> <br /> In general, small units of genestealers always infiltrate, large units chose one way or the other. Remember that infiltrators are deployed after everything else, so you can see where your opponent has deployed before deciding. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote class="uncited"><div>And one more bit of advice (not necessarily for this list): Try the Tervigon. Give it Tox, Adrenal Glands, and Catalyst. Being able to give any unit within 12" <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> is pretty dang useful, and pumping out Gants can change games. Take 2 units of Termagants and 2 Tervigons, and then you've got a <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 6/T6/W6 <span class="glossaryitem" onmouseover='gp(93);'>MC</span> standing on objectives. Outflanking them via Hive Tyrant usually turns out to be very helpful. </div></blockquote><br /> <br /> I usually don't see the benefit of keeping the tervigan in reserves and outflanking it. <br /> <br /> There are some negatives to the Catalyst unfortunately. Things that aren't missiles usually don't let you have <span class="glossaryitem" onmouseover='gp(265);'>FnP</span>. Gants can't get <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> against S6+, which is most blasts. <br /> <br /> And the spawning. My advice generally is, don't unless you have to. When your trying her out, the tervigans ability to spawn gants, it is fun. But, you soon start finding yourself needing/wanting gants to protect your tervigan/take an objective/kill something off with the super gant status... but pooped out a few turns before. <br /> <br /> Unless you are fielding many. In that case, it may be a better idea. I don't run more than 2, so it isn't my place to say. ]]></description>
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				<pubDate><![CDATA[Thu, 17 Mar 2011 03:09:27]]> GMT</pubDate>
				<author><![CDATA[ wisdomseyes1]]></author>
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				<title>2000 Tyranid Hoard List</title>
				<description><![CDATA[ <blockquote><div><cite>wisdomseyes1 wrote:</cite>From his first sentence in the <span class="glossaryitem" onmouseover='gp(280);'>OP</span>... I believe I can safely assume that this list was not meant to be competitive. Just fun. <br /> <br /> Though I am against all versions of warriors (except for Primes) because of their lack of ability to be worth their points... </div></blockquote><br /> <br /> Ya, Warriors/Shrikes die from S8 easily. Just need to survive the first turn of shooting and then hopefully have enough threats that will force different target priorities. I just like the stats behind them.<br /> <br /> <blockquote><div><cite>wisdomseyes1 wrote:</cite>I am actually more partial to Dual Tyranid Primes with <span class="glossaryitem" onmouseover='gp(495);'>LW</span>/<span class="glossaryitem" onmouseover='gp(14);'>BS</span> and <span class="glossaryitem" onmouseover='gp(130);'>TS</span>. Joined in termagaunt units, they <br /> A. Provide a nice wall for the Tyranid Prime<br /> B. Provide strong synapse<br /> C. Make for a hell of a scoring unit<br /> D. Have amazing <span class="glossaryitem" onmouseover='gp(19);'>CC</span> skills. <br /> <br /> Try putting Tyranid Prime with gants on an objective in cover gone to ground... 23 3+ save wounds for 200 points isn't something that is going down from shooting. Opponents trying to get into close combat with you will be attacking second because of lash whips and be hit by the might of your entire unit. <br /> <br /> Plus, the Prime is no pushover by himself. I feel he is more cost efficient and provides more synergy with the rest of the army. Playstyle choice i guess.</div></blockquote><br /> <br /> Ya, I love the Prime also. Thinking about shaving off 100 some odd points somewhere to add another so I can place in another unit to provide more synapse and stuff.<br /> <br /> <blockquote><div><cite>wisdomseyes1 wrote:</cite>Usually best to give them nothing when they are screening <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s. This is not the case. Remember that gargoyles with <span class="glossaryitem" onmouseover='gp(160);'>AG</span> and <span class="glossaryitem" onmouseover='gp(130);'>TS</span> cost the same as gaunts with <span class="glossaryitem" onmouseover='gp(130);'>TS</span>. they are far better at doing the same job. My advice leans more toward, "Drop the shrikes for more gargoyles and give them both". At 8 points each... them being that good at anti-infantry is kind of unreal.</div></blockquote><br /> <br /> My main reason I took Shrikes is because they are quicker Warriors for 5 more points and to provide synapse for my fast stuff, Raveners and Gargoyles. Yes, they have the exact same issues as Warriors and rely more on cover saves because of their 5+ armor.<br /> <br /> <blockquote><div><cite>wisdomseyes1 wrote:</cite>Mawloc sucks. So that is expected. Carnifex is not bad... but costs a lot. Tyrant shouldn't be dying if you are getting it cover saves from A. If it is a flyrant gargoyles or B Tyrant guard. Also note that it can get a 2+ armor save, which greatly decreases the amount of weapons that penetrate its armor. And 2+ armor takes twice as many shots to get past than 3+ assuming no penetration.<br /> <br /> Trygons need to be run in pairs. Also, I hope you weren't deepstriking it when you tested it... or were using that crappy thing cruddace was so funny enough to call a gun.</div></blockquote><br /> <br /> Ya, I really liked the Mawloc when I first saw him. I do not understand why he doesn't retain his two sets of Scything Talons for the type of creature he is. Ya, the Tyrant can get a 2+ save but Lascannons and Dark Lances is what is killing me and 2+ armor doesn't save against those. I need Tyrant Guard really, but it just makes that single unit so expensive. The Trygon I tried several ways, sticking him as far as foward as possible, trying to give him cover in some way, deep striking, venomthrope cover, ect. It really never made a difference. It never fails for me to lose a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> every turn and when they are 200+ a pop...it just makes me feel they are way to fragile for their cost.<br /> <br /> <blockquote><div><cite>wisdomseyes1 wrote:</cite>Well, when you run you need to get a 6 to be in range of anything... and you wont be in cover. <br /> <br /> In general, small units of genestealers always infiltrate, large units chose one way or the other. Remember that infiltrators are deployed after everything else, so you can see where your opponent has deployed before deciding.</div></blockquote><br /> <br /> Well, generally, I use the move/run/ect to either get closer to them while staying in cover or using the move to stay in the cover I deployed them in (I never inflitrate them into places where I can not get a cover save against their anti-infintry) but stringing them out to get as close as possible to them while retaining their cover save. Generally, I have tried several ways of inflitrating/outflanking/regular deployment. I like outflanking but my entire gaming group thinks using reserves is the WORST idea ever. If you pay points for a model, it better be out there either providing cover to something, extra bodies for people to shoot at, or provide something threating to the player.<br /> <br /> Thanks for taking the time to break out some stuff about the list. I have been trying to modify the list to include another Tyranid Prime, include a Spore Pod for the Zoanthropes, and add 2 more Hive Guard to the current Hive Guard broods. I was thinking about removing Toxin Sacs from both Genestealer squads, removing 12 Hormagaunts to consolidate them into a 20 Hormagaunt squad, and a single Ravener to include 2 Hive Guard and the Spore Pod for the Zoanthropes. But instead of a Spore Pod, I could try to remove some more points somewhere else and add another Prime. Are these suggestions any good?<br /> <br /> EDIT: Apparently I am getting gaunt and gant backwards, I mean Hormagant.<br /> EDIT EDIT: I am wrong again. It is Hormagaunt...]]></description>
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				<pubDate><![CDATA[Thu, 17 Mar 2011 14:47:11]]> GMT</pubDate>
				<author><![CDATA[ Zyllos]]></author>
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				<title>Re:2000 Tyranid Hoard List</title>
				<description><![CDATA[ If looking for more <span class="glossaryitem" onmouseover='gp(9);'>AV</span> from the list, why not looking at rending/adrenals for the shrikes? Potentially cheaper than the lashwhip bonesword/devourer options and gives you the opportunity to glance landraiders for instance. If you go for rending/talons then you have guaranteed glance on armour 12 when you rend and reroll all 1s. With 4 attacks each on the charge that's not bad <span class="glossaryitem" onmouseover='gp(9);'>AV</span>.]]></description>
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				<pubDate><![CDATA[Thu, 17 Mar 2011 15:43:16]]> GMT</pubDate>
				<author><![CDATA[ ruminator]]></author>
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				<title>2000 Tyranid Hoard List</title>
				<description><![CDATA[ <blockquote><div><cite>wisdomseyes1 wrote:</cite><blockquote class="uncited"><div>2. Zoanthropes will get shot before they can even fire because you dont have them in a snot pod. <br /> 3. this means you will definetly lose to mech orrientated armies. </div></blockquote><br /> <br /> I disagree with this. Zoantrhopes actually can survive much longer than people give them credit for. Their bane is small arms fire, which in this case... won't being going to them. <br /> <br /> </div></blockquote><br /> <br />  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> any player who knows how to bring down Zoanthropes will do exactly that, kill them with weight of fire power and point small arms at them and bring them down.<br /> <br /> List wise the <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> are fine and so are majority of the elites. I tried triple Zoanthropes on foot once and they did just as good as a unit in a Pod which arrived turn 5, plus once they got into range only two was left anyway. <br /> <br /> I don't think the Warriors will make combat. Sweet models but honestly they're not that good.<br /> <br /> I don't think you need the Broodlord, doesn't do a huge amount. I'd just get the extra 'Stealers for more attacks and wounds.<br /> <br /> Hormagaunts are ok.<br /> <br /> Shrikes at least can get into combat but costing a lot. I'd rather take Raveners myself which have a potential longer assault range which means you won't need Gargoyles.<br /> <br /> I think your monstrous creatures have probably died because maybe you've been using them wrong. Tyrants need a Tyrant Guard if on foot or need a Gargoyle shield if taking wings, if you do take a Flyrant you need some other fast units to support it i.e Raveners. Trygons can get blown to pieces so using terrain is wise but can hold them back, if you're deep striking them or taking them in singles or just zooming them out in the open they will die. Carnifexes as probably the best monstrous creatures in the codex along with Tervigons, they get cover easily and can put down a lot of shots though if you want combat go Trygons.]]></description>
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				<pubDate><![CDATA[Thu, 17 Mar 2011 15:46:34]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>Re:2000 Tyranid Hoard List</title>
				<description><![CDATA[ <blockquote><div><cite>ruminator wrote:</cite>If looking for more <span class="glossaryitem" onmouseover='gp(9);'>AV</span> from the list, why not looking at rending/adrenals for the shrikes? Potentially cheaper than the lashwhip bonesword/devourer options and gives you the opportunity to glance landraiders for instance. If you go for rending/talons then you have guaranteed glance on armour 12 when you rend and reroll all 1s. With 4 attacks each on the charge that's not bad <span class="glossaryitem" onmouseover='gp(9);'>AV</span>.</div></blockquote><br /> <br /> Ya, my first original list when I first started Tyranids was TONS of rending but I always had the issue of "You rend the vehicle open then die to the contents shooting at you." The main reason to run Lashwhips and Boneswords on Shrikes and Warriors is to replace the <span class="glossaryitem" onmouseover='gp(93);'>MC</span> automatic power weapons in the army. If there was a way to take Lashwhips, Rending Claws, and Deathspitters/Devourers on my Shrikes/Warriors, I would do that instead. At least my Genestealers have plenty of rending to go around. Two 10 man squads with Broodlords makes them pretty scary I believe. Especially with Toxin Sacs.<br /> <br /> If I removed all of the power weapons from the Shrikes/Warriors, that would be a total of 175 points, which could get me the 2 Hive Guard and almost another Tyranid Prime...which actually sounds nice. I might have to think about that.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>mercer wrote:</cite><blockquote><div><cite>wisdomseyes1 wrote:</cite><blockquote class="uncited"><div>2. Zoanthropes will get shot before they can even fire because you dont have them in a snot pod. <br /> 3. this means you will definetly lose to mech orrientated armies. </div></blockquote><br /> <br /> I disagree with this. Zoantrhopes actually can survive much longer than people give them credit for. Their bane is small arms fire, which in this case... won't being going to them. <br /> <br /> </div></blockquote><br /> <br />  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> any player who knows how to bring down Zoanthropes will do exactly that, kill them with weight of fire power and point small arms at them and bring them down.<br /> <br /> List wise the <span class="glossaryitem" onmouseover='gp(56);'>HQs</span> are fine and so are majority of the elites. I tried triple Zoanthropes on foot once and they did just as good as a unit in a Pod which arrived turn 5, plus once they got into range only two was left anyway. <br /> <br /> I don't think the Warriors will make combat. Sweet models but honestly they're not that good.<br /> <br /> I don't think you need the Broodlord, doesn't do a huge amount. I'd just get the extra 'Stealers for more attacks and wounds.<br /> <br /> Hormagaunts are ok.<br /> <br /> Shrikes at least can get into combat but costing a lot. I'd rather take Raveners myself which have a potential longer assault range which means you won't need Gargoyles.<br /> <br /> I think your monstrous creatures have probably died because maybe you've been using them wrong. Tyrants need a Tyrant Guard if on foot or need a Gargoyle shield if taking wings, if you do take a Flyrant you need some other fast units to support it i.e Raveners. Trygons can get blown to pieces so using terrain is wise but can hold them back, if you're deep striking them or taking them in singles or just zooming them out in the open they will die. Carnifexes as probably the best monstrous creatures in the codex along with Tervigons, they get cover easily and can put down a lot of shots though if you want combat go Trygons.</div></blockquote><br /> <br /> Oh, I am very sure I used the <span class="glossaryitem" onmouseover='gp(93);'>MC</span> wrong. Its just they are so expensive and everytime I lose one, I feel like half my army just disappeared.<br /> <br /> Ya, the Warriors on foot can very easily not make it into combat. Was thinking about just returning them back to Rending Claws and Deathspitters (and the same for the Shrikes) and use the extra points to bump up the Hive Guard and try to add another Tyranid Prime.]]></description>
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				<pubDate><![CDATA[Thu, 17 Mar 2011 15:50:20]]> GMT</pubDate>
				<author><![CDATA[ Zyllos]]></author>
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				<title>2000 Tyranid Hoard List</title>
				<description><![CDATA[ Hive Tyrant (regen, <span class="glossaryitem" onmouseover='gp(495);'>LW</span>/<span class="glossaryitem" onmouseover='gp(14);'>BS</span>/Devourers, <span class="glossaryitem" onmouseover='gp(446);'>OA</span>) + 3 tyrant guard (<span class="glossaryitem" onmouseover='gp(495);'>LW</span> or none) + Tyranid Prime (<span class="glossaryitem" onmouseover='gp(495);'>LW</span>/<span class="glossaryitem" onmouseover='gp(14);'>BS</span>, Devourer or deathspitter, regen, <span class="glossaryitem" onmouseover='gp(130);'>TS</span>)<br /> <br /> Deathstar tyrant. Kind of. It varys a little bit, but models, the regens, and the <span class="glossaryitem" onmouseover='gp(446);'>OA</span>/<span class="glossaryitem" onmouseover='gp(495);'>LW</span>/<span class="glossaryitem" onmouseover='gp(14);'>BS</span> stay constant. <br /> <br /> In this formation, you can get cover if at least 2 of your infantry models are screened. 4+ cover or a 3+ save at T6. 13 total wounds. Expensive... but their is not a unit that i can think of that could beet it in close combat.<br /> <br /> It is also slow. Which doesn't really matter. Because either you get it into close combat or your opponent spends their entire time staying away from the tyrant, thus keeping them away from objectives or key locations on the table. <br /> <br /> Wound allocation tricks make regeneration very useful. Usually the tyrant has a shell so that missiles can be allocated onto him and be ignored. Otherwise, gant screen to get rid of even more wounds. <br /> <br /> Also takes a lot of heavy fire away from your other <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s. And the <span class="glossaryitem" onmouseover='gp(446);'>OA</span> giving a buff like preferred enemy to itself and all other units within 6" is amazing. Imagine genestealers after that... <br /> <br /> <br /> That is just a thought on the tyrant. Though with the theme being fast guys.. a tyrant with wings, <span class="glossaryitem" onmouseover='gp(446);'>OA</span>, Dual <span class="glossaryitem" onmouseover='gp(126);'>TL</span> devourers, and a cloud of gargoyles would probably be best. ]]></description>
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				<pubDate><![CDATA[Thu, 17 Mar 2011 17:50:19]]> GMT</pubDate>
				<author><![CDATA[ wisdomseyes1]]></author>
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				<title>Re:2000 Tyranid Hoard List</title>
				<description><![CDATA[ <blockquote><div><cite>Zyllos wrote:</cite><br /> <br /> Oh, I am very sure I used the <span class="glossaryitem" onmouseover='gp(93);'>MC</span> wrong. Its just they are so expensive and everytime I lose one, I feel like half my army just disappeared.<br /> <br /> Ya, the Warriors on foot can very easily not make it into combat. Was thinking about just returning them back to Rending Claws and Deathspitters (and the same for the Shrikes) and use the extra points to bump up the Hive Guard and try to add another Tyranid Prime.</div></blockquote><br /> <br /> They are expensive and take a big bulk of points up. I think Tervigons would be ideal for you based on what you just said as you can get free troops which means bigger army, so even if you need lose one (and providing it didn't kill Gaunts in it's death) you would still have plenty of models left. Tervigons are honestly the best way to get big monstrous creatures and have plenty of little bugs too, providing you get the right dice rolls.<br /> <br /> I used Warriors with deathspitters and claws. I used to have them sit on a objective mid field and shoot stuff. Rending claws, which I had toxin sacs on <span class="glossaryitem" onmouseover='gp(17);'>btw</span>, wasn't that awesome and <span class="glossaryitem" onmouseover='gp(325);'>TBH</span> I'd make them cheaper and take the talons as rending didn't make much difference in combat.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 18 Mar 2011 13:55:09]]> GMT</pubDate>
				<author><![CDATA[ mercer]]></author>
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				<title>Re:2000 Tyranid Hoard List</title>
				<description><![CDATA[ <blockquote><div><cite>mercer wrote:</cite><br /> They are expensive and take a big bulk of points up. I think Tervigons would be ideal for you based on what you just said as you can get free troops which means bigger army, so even if you need lose one (and providing it didn't kill Gaunts in it's death) you would still have plenty of models left. Tervigons are honestly the best way to get big monstrous creatures and have plenty of little bugs too, providing you get the right dice rolls.<br /> <br /> I used Warriors with deathspitters and claws. I used to have them sit on a objective mid field and shoot stuff. Rending claws, which I had toxin sacs on <span class="glossaryitem" onmouseover='gp(17);'>btw</span>, wasn't that awesome and <span class="glossaryitem" onmouseover='gp(325);'>TBH</span> I'd make them cheaper and take the talons as rending didn't make much difference in combat.<br /> <br /> </div></blockquote><br /> <br /> Ya, I thought I could get Rending Claws and Deathspitters for free but could not so I decided to leave them Scything Talons/Deathspitters for the Warriors and Scything Talons/Devours for the Shrikes. This alone gives me an extra 150 points. So if I removed the Toxin Sacs from the Genestealers to give me another 60 points, I can add 2 more Hive Guard and another Tyranid Prime to either place in another squad or in the Warrior squad, making that squad pretty resilent with some nice combination of S5 fire, power weapons, and a large amount of attacks. It also makes the footprint of the squad big which allows for a large synapse.<br /> <br /> About the Tervigons, I am still not convenced, for some reason. 195 point model which really only produces extra Termagants (albet they are granted Adrenal Glands/Toxin Sacs) and gives a unit <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> (unless you happen to roll badly). While the <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> is undoubedly nice, most of the stuff that it can be placed on, Termagants/Warriors/ect, get instant deathed a lot. So really the main redeeming quality of the Tervigon is free troops and I just dont see the justification for 195 points.]]></description>
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				<pubDate><![CDATA[Fri, 18 Mar 2011 15:36:03]]> GMT</pubDate>
				<author><![CDATA[ Zyllos]]></author>
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				<title>Re:2000 Tyranid Hoard List</title>
				<description><![CDATA[ Just thought I would give an update:<br /> <br /> I used this listed @ 2250 for the first time against Plague Marines, this is what I modified to get to 2250:<br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> - 220<br /> <br /> Tyranid Prime x2 - 220<br /> Lash Whip + Bonesword<br /> Deathspitter<br /> Toxin Sacs<br /> <br /> Elite - 480<br /> <br /> Hive Guard Brood - 150<br /> Hive Guard x3<br /> <br /> Hive Guard Brood - 150<br /> Hive Guard x3<br /> <br /> Zoanthrope Brood - 180<br /> Zoanthrope x3<br /> <br /> Troop - 942<br /> <br /> Tyranid Warrior Brood - 250<br /> Warrior x5<br /> Dual Bonesword<br /> Deathspitter<br /> Toxin Sacs<br /> <br /> Genestealer Brood x2 - 436<br /> Broodlord<br /> Scything Talons<br /> Toxin Sacs<br /> Genestealer x9<br /> Toxin Sacs<br /> <br /> Hormagaunt Brood x2 - 256<br /> Hormagaunt x16<br /> Toxin Sacs<br /> <br /> Fast Attack - 600<br /> <br /> Tyranid Shrike Brood - 250<br /> Shrike x5<br /> Dual Bonesword<br /> Devourer<br /> Toxin Sacs<br /> <br /> Ravaner Brood - 210<br /> Ravaner x6<br /> Rending Claws<br /> <br /> Gargoyle Brood - 140<br /> Gargoyle x20<br /> Toxin Sacs<br /> <br /> Total: 2242<br /> <br /> *NOTE*: Yes, I could have added another gargoyle or hormagaunt but I did not have the model to add it so I left it as is.<br /> <br /> The list performed wonderfully well. Albet I think my opponent's target priority was not optimal, I felt that I had enough threads all around the board to force some targetting priority situations. Also, the mission we rolled up was Spearhead / Capture and Control (the two objective mission). The Spearhead deployment really hurts having almost 100 models to deploy as anything that fires templates and deviates will most likely still hit targets but adds some interesting Genestealer infltration situations.<br /> <br /> I would like to get some more games in against other types of armies but I feel that this list gives me a good starting list to tinker with. I am noticing that my regular warrior squad most likely does not need boneswords as they generally only get into combat once a game but takes TONS of fire from. But with two Tyranid Primes and the Warrior group itself, it lets me move a lot of wounds around.<br /> <br /> EDIT: I would also like to find ways to fit some power weapons into the 2000 point version.]]></description>
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				<pubDate><![CDATA[Wed, 23 Mar 2011 15:59:02]]> GMT</pubDate>
				<author><![CDATA[ Zyllos]]></author>
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				<title>2000 Tyranid Hoard List</title>
				<description><![CDATA[ I honestly dont even see the point of posting a list without any monsterous creatures, the list you posted is so "everywhere" that it doesn't have one direct strong point, tyranids need to be a narrow refined list as other races are more generalized in what their units do and if you are going general vs general lists with tyranids you will definetly lose, the list posted above in <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span> noway near compettitive. ]]></description>
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				<pubDate><![CDATA[Thu, 24 Mar 2011 02:17:29]]> GMT</pubDate>
				<author><![CDATA[ Dave_Nz]]></author>
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				<title>Re:2000 Tyranid Hoard List</title>
				<description><![CDATA[ I think tyranids can still be played without <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and the list does seem to have an organised plan behind it. Zoeys and hive guard to kill the mech. Raveners can tear up transports if they get close enough. Warriors, stealers to kill the infantry. It's all based on a charge across the board. Lots of armouor 13/14 will be a problem though, but all those boneswords can carve through terminators etc.<br /> <br /> There's a mass of warrior sized models to swamp the enemy's shooting choices. It's not optimal, I agree, but it's certainly playable!<br /> <br /> Agree that boneswords on the warriors is perhaps excessive. That's a shooty unit. <br /> <br /> The shrike unit looks illegal as you can't swap the talons for the boneswords, so devourer/bonesword is not a possible combo. As they are fast <span class="glossaryitem" onmouseover='gp(19);'>CC</span> machines anyway, I would maybe look to run them with rending/boneswords. They can then still be a threat to low armour and the devourer isn't that great. Start them on the board and run them in the T1 shooting phase from behind the gargoyle screen. If you want some shooty give one of them a barbed strangler.<br /> <br /> I would maybe only go 1 broodlord as this would allow you to stick a few more stealers in and keep the brood big enough so it won't go down to one-turn shooting.]]></description>
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				<pubDate><![CDATA[Thu, 24 Mar 2011 09:16:53]]> GMT</pubDate>
				<author><![CDATA[ ruminator]]></author>
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				<title>Re:2000 Tyranid Hoard List</title>
				<description><![CDATA[ <blockquote><div><cite>ruminator wrote:</cite>I think tyranids can still be played without <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and the list does seem to have an organised plan behind it. Zoeys and hive guard to kill the mech. Raveners can tear up transports if they get close enough. Warriors, stealers to kill the infantry. It's all based on a charge across the board. Lots of armouor 13/14 will be a problem though, but all those boneswords can carve through terminators etc.</div></blockquote><br /> <br /> Ya, I have yet to run into tons of <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 13/14 where I play at yet so the verdict it out on that. Boneswords + Toxin Sacs are very nice against power/terminator armor.<br /> <br /> <blockquote><div><cite>ruminator wrote:</cite>There's a mass of warrior sized models to swamp the enemy's shooting choices. It's not optimal, I agree, but it's certainly playable!<br /> <br /> Agree that boneswords on the warriors is perhaps excessive. That's a shooty unit.</div></blockquote><br /> <br /> After playing that game, I agree, the regular Tyranid Warriors do not need boneswords.<br /> <br /> <blockquote><div><cite>ruminator wrote:</cite>The shrike unit looks illegal as you can't swap the talons for the boneswords, so devourer/bonesword is not a possible combo. As they are fast <span class="glossaryitem" onmouseover='gp(19);'>CC</span> machines anyway, I would maybe look to run them with rending/boneswords. They can then still be a threat to low armour and the devourer isn't that great. Start them on the board and run them in the T1 shooting phase from behind the gargoyle screen. If you want some shooty give one of them a barbed strangler.</div></blockquote><br /> <br /> I might have typed in my list wrong but I built this off of Army Builder so unless there is an error in that program, it should be legal. The Shrikes/Warriors have the exact same upgrade paths which allow for the Scything Talons to be switched for Boneswords or Lash Whip + Bonesword. They automatically come with Devourers and the Devourers can be switched for another set of Scything Talons, Deathspitter, Rending Claws, Barbed Strangler, or Venom Cannon. The main reason why I run them with Devourer/Dual Boneswords is because I want to keep them as cheap as possible but still have power weapons.<br /> <br /> <blockquote><div><cite>ruminator wrote:</cite>I would maybe only go 1 broodlord as this would allow you to stick a few more stealers in and keep the brood big enough so it won't go down to one-turn shooting.</div></blockquote><br /> <br /> Ya, I was kinda unimpressed with the Broodlord in this game but I think that is because one squad ran into a Defiler and the other did fine by assaulting a group of Plague Marines and crunching a Rhino but did not survive several rounds of Plasma Cannon, Battle Cannon, and rapid fire Bolters. The main reason I am running the way I do is because having two groups allows for me to split their fire at them while still having 20 genestealers on the board. I did also have some pretty bad fleet rolls (1s and 2s) but that happens.]]></description>
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				<pubDate><![CDATA[Thu, 24 Mar 2011 14:23:17]]> GMT</pubDate>
				<author><![CDATA[ Zyllos]]></author>
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