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				<title>1850 Tyranids - Prepping For A GT</title>
				<description><![CDATA[ Hey Dakka. I have been playing Tyranids for just over two months, including two local tournaments. I am preparing to go to my first ever <span class="glossaryitem" onmouseover='gp(48);'>GT</span> next month. While I know the meta at my <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span>, I am as familiar with the more serious <span class="glossaryitem" onmouseover='gp(48);'>GT</span> lists that go around. While this is not a huge <span class="glossaryitem" onmouseover='gp(48);'>GT</span>, people will certainly be more geared toward winning big that on the local level. My other concern is that I have never played Nids at anything other than 2,000. This tournament is 1850, which changes what lists I will see as well as requiring a shift in list building strategy. Though I have a few weeks before I must submit my list, I figured it would help to get some feedback as I go through the play testing phase. Here is my current plan...<br /> <br /> <u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></u><br /> 190 Tervigon (Catalyst/Onslaught/Cluster Spines)<br /> <i>~No glands or toxin sacs as I do not assault with gants. They are objective holders and bubble wrap. I instead use the points on onslaught which I have used every single game with nids. It ensures that hive guard get shots off turn one.</i><br /> 190 Tervigon (Catalyst/Onslaught/Cluster Spines)<br /> <i>~No glands or toxin sacs as I do not assault with gants. They are objective holders and bubble wrap. I instead use the points on onslaught which I have used every single game with nids. It ensures that hive guard get shots off turn one.</i><br /> <br /> <u>Elite</u><br /> 100 Hive Guard [2]<br /> <i>~Reliable suppression fire.</i><br /> 100 Hive Guard [2]<br /> <i>~Reliable suppression fire.</i><br /> 100 Hive Guard [2]<br /> <i>~Reliable suppression fire.</i><br /> <br /> <u>Troops</u><br /> 495 Points of Genestealers<br /> <i>~This is one of the big debates that I have with myself. The three options I stick with are;<br /> .....3 Squads (10,10,9) With Only Toxin Sacs<br /> .....2 Squads (15,14) With Only Toxin Sacs<br /> .....2 Squads (13,13) With Both Toxin Sacs and Scything Talons<br /> <br /> The differences between the gains from buying scything talons or the extra bodies is extremely marginal, which is the main reason I do not have a clear gut feeling on this. I also am in debate about the amount/size of squads. On one hand bigger squads are more survivable but on the flip side smaller squads are more likely to not blow out combat and be left in the open as well as allowing me to have more options (both in deployment strategies - infiltrating and outflanking - and in on table tactics). Decisions, decisions.</i><br /> <br /> <u>Fast Attack</u><br /> 120 Gargoyles [15] (Toxin Sacs/Adrenal Glands)<br /> <i>~Not only does this make a forward moving screen unit, but for only 120 points you have a fast moving squad that can beat a tactical squad in combat. Until termagants are spawned this provides cover.</i><br /> <br /> <u>Heavy Support</u><br /> 210 Trygon (Adrenal Glands)<br /> <i>~I plan to start him on the table. This allows for me at worst to get a turn three assault (whereas deep striking is only turn three assault in the best case scenario), but could even lead to a turn two charge. Even if he does get shot due to being an on table target, any shots at a Trygon are shots that are not hitting Tervigons. Adrenal Glands may not be entirely needed, but the extra strength on the charge helps take care of land raiders (which is a concern as this list does not have Zoanthropes).</i><br /> 210 Trygon (Adrenal Glands)<br /> <i>~I plan to start him on the table. This allows for me at worst to get a turn three assault (whereas deep striking is only turn three assault in the best case scenario), but could even lead to a turn two charge. Even if he does get shot due to being an on table target, any shots at a Trygon are shots that are not hitting Tervigons. Adrenal Glands may not be entirely needed, but the extra strength on the charge helps take care of land raiders (which is a concern as this list does not have Zoanthropes).</i><br /> 135 Biovore [3]<br /> <i>~Not a popular choice in many tournament lists, but very functional. This list lacks a way to take out massed infantry (Orks), protected shooting (Long Fangs), or objective squatters behind the main lines. These guys fill that roll. Every army has infantry, so they can be used every game. not only that, but opponents will avoid bunching up infantry. They can either spread them in lines parallel to their board edge, or spread them out. Most players based on observation spread them out. This practice makes their infantry units come several inches closer to mine which can help with getting early charges.</i><br /> <b><br /> Total Points:1850</b><br /> <br /> What I am looking for is overall feedback on the general perception of how this would play against more competitive tournament lists. I also am looking for feedback on the genestealer situation, though feedback on anything is welcome.<br /> <br /> One other thing I am looking for is suggestions on how to beat Melta-Vet Guard, Deathwing, and Space Wolves. When building lists I see how I would stack up against typical builds that I read about on the internet and feel like I can currently crack all but these three. I am of course open to hearing lists that you think could give me trouble that I may be missing.<br /> <br /> Thanks!]]></description>
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				<pubDate><![CDATA[Fri, 6 Jan 2012 04:55:08]]> GMT</pubDate>
				<author><![CDATA[ L'Etat C'Est Moi]]></author>
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				<title>Re:1850 Tyranids - Prepping For A GT</title>
				<description><![CDATA[ Tervigons I am strating to run with scything talons (or even crushing claws) as they tend to get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> every game. You will often want to use them and the gants to ensure the hive guard don't get tied up in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> themselves.<br /> <br /> Genestealers I am moving towards more broods of less numbers. Toxin sacs seem worth it, but not scything talons as they have tons of attacks that hit on at least 3s anyway. Reroll to wound is better as that increases the chance to rend. Have you thought about say 4 broods of 8? I am finding that large broods tend to kill their first target in one turn and are then isolated and shot up in the opponents next turn. Smaller broods mean lesser losses if this still happens and sometimes also results in the combat lasting 2 turns. For bigger opponents you can always assault with 2 squads ....<br /> <br /> Gargoyles seem an extravagence in this list - nothing else here moves 12" and you spawn gants for free which do the same job. More points for the stealers I feel ...<br /> <br /> Dual trygons I like and with no +1 reserves I agree that walking on is the best route. I've tried biovores and never really found them to earn their points back. Problem is that tourneys do seem to be fairly mech heavy so the biovores have little/no targets early on. If you do hit say an ork horde, with spacing and saves they are probably only killing 4-5 a turn between them - the free gants can do more than this. Another reason I would run <span class="glossaryitem" onmouseover='gp(160);'>AG</span>/<span class="glossaryitem" onmouseover='gp(130);'>TS</span> on at least one tervigon to give you some anti-horde.<br /> <br /> For the points saved, I would maybe look at a unit of 4 raveners with rending claws. They work well with trygons as they can come in behind them and so can't be seen and then get their 12" charge move. <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 6 Jan 2012 09:09:31]]> GMT</pubDate>
				<author><![CDATA[ ruminator]]></author>
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				<title>1850 Tyranids - Prepping For A GT</title>
				<description><![CDATA[ I guess your biggest worry is a Space Wolf Player jawing your Tervigons.  Also instead of gargoyles would you try Broodlords?  Do you think they are worth their price?]]></description>
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				<pubDate><![CDATA[Fri, 6 Jan 2012 09:19:56]]> GMT</pubDate>
				<author><![CDATA[ Nobzey]]></author>
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				<title>Re:1850 Tyranids - Prepping For A GT</title>
				<description><![CDATA[ I'd keep to two squads of genestealers. It is true that they are more likely to finish off opponents in one combat phase, but a good player shouldn't have any trouble with move+fleet+charge in ensuring that only a couple of genestealers attack in the first round of combat. Why I believe you should take two broods is, that you have two tervigons. You'd rather have <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> on all your genstealers, instead of always giving your opponent atleast one unit that he can torrent away. As large squads as possible ensure that you get the most out of catalyst.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, about the bad matchups. Stealer shock with hiveguard and tervigons was originally invented as a counter for mech <span class="glossaryitem" onmouseover='gp(69);'>ig</span> in the etc (or that is when it became a netlist). Against <span class="glossaryitem" onmouseover='gp(69);'>IG</span> stealers with <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> can survive through much of the <span class="glossaryitem" onmouseover='gp(69);'>ig</span> torrent and rend it's vehicles to dust. Worth trying a couple of test games but that shouldn't be a bad matchup. Deathwing can be a real pain, but I would just try to pick him off one squad at a time. Space wolves have many of the tools to beat nids, and <span class="glossaryitem" onmouseover='gp(124);'>SW</span> is one of the worst matchups <span class="glossaryitem" onmouseover='gp(72);'>imo</span>. Just try and stuff your <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> genestealers down his face and force him to react to you. Use your gargoyles to attack long fangs etc.. Best of luck.]]></description>
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				<pubDate><![CDATA[Fri, 6 Jan 2012 10:40:58]]> GMT</pubDate>
				<author><![CDATA[ haizelhoff]]></author>
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				<title>1850 Tyranids - Prepping For A GT</title>
				<description><![CDATA[ <blockquote><div><cite>Nobzey wrote:</cite>I guess your biggest worry is a Space Wolf Player jawing your Tervigons.  Also instead of gargoyles would you try Broodlords?  Do you think they are worth their price?</div></blockquote><br /> <br /> I have tried them at an <span class="glossaryitem" onmouseover='gp(238);'>RTT</span>. Between hoods and the lack of reliability in the psychic abilities I don't think they are worth it. I would rather run more stealers. Obviously not a huge test, but that was my findings after using two in three rounds.<br /> <br /> <blockquote><div><cite>haizelhoff wrote:</cite>I'd keep to two squads of genestealers. It is true that they are more likely to finish off opponents in one combat phase, but a good player shouldn't have any trouble with move+fleet+charge in ensuring that only a couple of genestealers attack in the first round of combat. Why I believe you should take two broods is, that you have two tervigons. You'd rather have <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> on all your genstealers, instead of always giving your opponent at least one unit that he can torrent away. As large squads as possible ensure that you get the most out of catalyst.</div></blockquote> <br /> <br /> I rarely seem to get catalyst onto the stealers. I find it is better practice to put onslaught on my hive guard to prevent tanks from having their way with my army. If I ran three units, typically there is not enough terrain for them all thus one would be either behind the gargoyles or outflanking if that seems favorable in the round. It is a good point about not giving them a clear target. How do you get your hive guard into range without onslaught?<br /> <br /> <blockquote><div><cite>haizelhoff wrote:</cite><span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, about the bad matchups. Stealer shock with hiveguard and tervigons was originally invented as a counter for mech <span class="glossaryitem" onmouseover='gp(69);'>ig</span> in the etc (or that is when it became a netlist). Against <span class="glossaryitem" onmouseover='gp(69);'>IG</span> stealers with <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> can survive through much of the <span class="glossaryitem" onmouseover='gp(69);'>ig</span> torrent and rend it's vehicles to dust. Worth trying a couple of test games but that shouldn't be a bad matchup. Deathwing can be a real pain, but I would just try to pick him off one squad at a time. Space wolves have many of the tools to beat nids, and <span class="glossaryitem" onmouseover='gp(124);'>SW</span> is one of the worst matchups <span class="glossaryitem" onmouseover='gp(72);'>imo</span>. Just try and stuff your <span class="glossaryitem" onmouseover='gp(265);'>fnp</span> genestealers down his face and force him to react to you. Use your gargoyles to attack long fangs etc.. Best of luck.</div></blockquote> <br /> <br /> As a counter for mech <span class="glossaryitem" onmouseover='gp(69);'>IG</span> do people use outflank to get at their castle (for when there is no officer of the fleet) or do they stick with infiltrating? Also that is a good point on gargoyles, they are a great way to shut down long fangs on turn two.<br /> <br /> <blockquote><div><cite>ruminator wrote:</cite>Tervigons I am strating to run with scything talons (or even crushing claws) as they tend to get into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> every game. You will often want to use them and the gants to ensure the hive guard don't get tied up in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> themselves.</div></blockquote><br /> <br /> I have used scything talons in the past, but I find it hard to justify the points for crushing claws.<br /> <br /> <blockquote><div><cite>ruminator wrote:</cite>Genestealers I am moving towards more broods of less numbers. Toxin sacs seem worth it, but not scything talons as they have tons of attacks that hit on at least 3s anyway. Reroll to wound is better as that increases the chance to rend. Have you thought about say 4 broods of 8? I am finding that large broods tend to kill their first target in one turn and are then isolated and shot up in the opponents next turn. Smaller broods mean lesser losses if this still happens and sometimes also results in the combat lasting 2 turns. For bigger opponents you can always assault with 2 squads....</div></blockquote><br /> <br /> How do you deploy when you run many small squads?<br /> <br /> <blockquote><div><cite>ruminator wrote:</cite>Gargoyles seem an extravagence in this list - nothing else here moves 12" and you spawn gants for free which do the same job. More points for the stealers I feel...<br /> <br /> Dual trygons I like and with no +1 reserves I agree that walking on is the best route. I've tried biovores and never really found them to earn their points back. Problem is that tourneys do seem to be fairly mech heavy so the biovores have little/no targets early on. If you do hit say an ork horde, with spacing and saves they are probably only killing 4-5 a turn between them - the free gants can do more than this. Another reason I would run <span class="glossaryitem" onmouseover='gp(160);'>AG</span>/<span class="glossaryitem" onmouseover='gp(130);'>TS</span> on at least one tervigon to give you some anti-horde.<br /> <br /> For the points saved, I would maybe look at a unit of 4 raveners with rending claws. They work well with trygons as they can come in behind them and so can't be seen and then get their 12" charge move. <br /> </div></blockquote><br /> <br /> What issues did you find with biovores? While mech can make things hard, if I am not popping open a transport for them early in the game I think I have bigger issues coming than a lack of targets.<br /> <br /> The hope with gargoyles is Tervigon cover, which gants can't do. I also don't have to worry about them slowing everything with a bad run roll since they move 12". <br /> <br /> I have found raveners to not earn their points back as they don't score enough wounds. Not to mention the instant death issues.]]></description>
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				<pubDate><![CDATA[Fri, 6 Jan 2012 19:04:19]]> GMT</pubDate>
				<author><![CDATA[ L'Etat C'Est Moi]]></author>
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				<title>Re:1850 Tyranids - Prepping For A GT</title>
				<description><![CDATA[ I believe the original mech <span class="glossaryitem" onmouseover='gp(69);'>ig</span> counter inflitrated 60 stealers, and deployed them in a checker pattern (at that time <span class="glossaryitem" onmouseover='gp(50);'>gw</span> <span class="glossaryitem" onmouseover='gp(36);'>faq</span>'s had not corrected that interlocked units don't give each other cover saves). The same could work with you using the gargoyles as cover. As for getting hive guard in range. I deploy them right on the 12" line in areas where I know the opponent has to go and run into range. Dunno, might be personal preference but I've always liked catalyst on stealers.]]></description>
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				<pubDate><![CDATA[Fri, 6 Jan 2012 20:26:54]]> GMT</pubDate>
				<author><![CDATA[ haizelhoff]]></author>
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				<title>1850 Tyranids - Prepping For A GT</title>
				<description><![CDATA[ Here are my thoughts that with your agreement I posted on my blog:<br /> <br /> <a href="http://hulksmash-homeplace.blogspot.com/2012/01/list-building-help-tyranids-1850.html" target="_blank" rel="nofollow">http://hulksmash-homeplace.blogspot.com/2012/01/list-building-help-tyranids-1850.html</a>]]></description>
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				<pubDate><![CDATA[Mon, 9 Jan 2012 14:09:16]]> GMT</pubDate>
				<author><![CDATA[ Hulksmash]]></author>
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