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		<title><![CDATA[Latest posts for the thread "Tyranid 2500 point list opinions sought"]]></title>
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				<title>Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ Hey guys this is my list that i would like to take to Ard'boyz this year. <br /> This year being the first i will have ever attended, I would really appreciate any helpful advice or opinions from those of you who have experience with competitive games.<br /> <br /> <u><span class="glossaryitem" onmouseover='gp(56);'>HQ</span></u><br /> <br /> Tyranid Prime with Lashwhip and Bonesword,Adrenal Glands,Scything Talons, , , , , , , , , , , , , 105<br /> The Swarmlord with 2x Tyrant Guard with lashwhips , , , , , , , , , , , , , , ,410<br /> <br /> <u>Elites</u><br /> <br /> 3x Hive Guard , , , , , , , , , , , , , , , 150<br /> 3x Hive Guard , , , , , , , , , , , , , , , 150<br /> 3x Zoanthropes with Mycetic Spore , , , , , , , , , , , , , , , 220<br /> <br /> <u>Troops</u><br /> <br /> Tervigon with Stinger Salvo,Adrenal Glands,Toxin Sacs,Catalyst, , , , , , , , , , , 195<br /> Tervigon with Stinger Salvo,Adrenal Glands,Toxin Sacs,Catalyst, , , , , , , , , , , 195<br /> 10x Termagaunts with Flesh Borer, , , , , , , , , , , , , , , 50<br /> 11x Termagaunts with Flesh Borer, , , , , , , , , , , , , , , 55<br /> 10x Genestealers with Toxin Sacs, , , , , , , , , , , , , , , 170<br /> 10x Genestealers with Toxin Sacs, , , , , , , , , , , , , , , 170<br /> <br /> <u>Fast Attack</u><br /> <br /> 15x Gargoyles with Toxin Sacs, , , , , , , , , , , , , , 105<br /> 15x Gargoyles with Toxin Sacs, , , , , , , , , , , , , , 105<br /> <br /> <u>Heavy Support</u><br /> <br /> Trygon with Adrenal Glands, , , , , , , , , , , , , , 210<br /> Trygon with Adrenal Glands, , , , , , , , , , , , , , 210<br /> <br /> <u>Total</u>, , , , , , , ,2500<br /> <br /> <br /> The basic idea is to get up in their face early with the gargoyles, buying the foot sloggers some time to move across the field, while the genestealers outflank.<br /> <br /> I have almost always had better luck with moving the trygons on foot, rather than deepstriking, but if the situation calls for it i would ds.<br /> <br /> Opinions and contructive critisims welcome!<br /> <br /> Thanks.]]></description>
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				<pubDate><![CDATA[Sun, 19 Feb 2012 03:36:06]]> GMT</pubDate>
				<author><![CDATA[ Hraktaddon]]></author>
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				<title>Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ 1) The Prime cannot be joined to a unit that is outflanking.<br /> <br /> 2) The Adrenal Glands on the Hormies is not worth the points. Sure it's cool if you have <span class="glossaryitem" onmouseover='gp(397);'>FC</span> but with both the <span class="glossaryitem" onmouseover='gp(160);'>Ag</span> and <span class="glossaryitem" onmouseover='gp(130);'>TS</span> combined you are wasting points against Marines, Orks and other T4 models, due to the strikes in the first round of combat are the only ones with <span class="glossaryitem" onmouseover='gp(397);'>FC</span>. The T-Sacs are good if you are spamming them against Eldar (both), Guard and heaven forbid other Nidz. The T-sacs come into their own against Marines and T4 models. You now wound them on a 4+ instead of a 5+ and with the amount of attacks you can throw at them with 20 hormies is crazy.<br /> <br /> 3) Out flanking a Tervigon is a nasty way to surprise your opponent but only if it's in a friendly game. In tournaments, you will be making the Tervy just a big distraction and not using it for what it is designed to do.<br /> <br /> Other wise a pretty solid list, I am jealous if you actually own the models in your list. Others might agree with me on this, they may not, but the prime upgrade on one Trygon could be dropped.<br /> <br /> Also, sorry if I seem patronizing and condescending with my feed back. :?/]]></description>
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				<pubDate><![CDATA[Sun, 19 Feb 2012 12:19:49]]> GMT</pubDate>
				<author><![CDATA[ A-Hivemind]]></author>
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				<title>Re:Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ <blockquote class="uncited"><div>1) The Prime cannot be joined to a unit that is outflanking. </div></blockquote><br /> Yea I knew that he couldnt if I outflanked them, if they did I would probably just stick him with some termagants.<br /> <blockquote class="uncited"><div>2) The Adrenal Glands on the Hormies is not worth the points. Sure it's cool if you have <span class="glossaryitem" onmouseover='gp(397);'>FC</span> but with both the <span class="glossaryitem" onmouseover='gp(160);'>Ag</span> and <span class="glossaryitem" onmouseover='gp(130);'>TS</span> combined you are wasting points against Marines, Orks and other T4 models, due to the strikes in the first round of combat are the only ones with <span class="glossaryitem" onmouseover='gp(397);'>FC</span>. The T-Sacs are good if you are spamming them against Eldar (both), Guard and heaven forbid other Nidz. The T-sacs come into their own against Marines and T4 models. You now wound them on a 4+ instead of a 5+ and with the amount of attacks you can throw at them with 20 hormies is crazy. </div></blockquote><br /> I see your point here, if I dropped the <span class="glossaryitem" onmouseover='gp(160);'>AG</span> that would give me 40 points to play with but im not sure what to spend it on. More homagaunts I guess! <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <blockquote class="uncited"><div>3) Out flanking a Tervigon is a nasty way to surprise your opponent but only if it's in a friendly game. In tournaments, you will be making the Tervy just a big distraction and not using it for what it is designed to do. </div></blockquote><br /> I have done this before in freindly games <span class="glossaryitem" onmouseover='gp(84);'>lol</span> but not being able to spawn the turn it arrives is a big hadicap <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"><br /> <br /> As far as models go, the only ones I dont have are the gargoyles and i hope to be getting those soon!<br /> <br /> Your feed back is very much appreciated, I thank you! <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 19 Feb 2012 15:32:41]]> GMT</pubDate>
				<author><![CDATA[ Hraktaddon]]></author>
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				<title>Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ Even if you cannot spawn on the turn the Tervy arrives from reserve, you still have a T6 W6 3+ synapse creature in a far forward position. You can pop a trygon nearby to get a syapse web and give the try a <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> save too.<br /> <br /> ...It may just be crazy enough to work...]]></description>
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				<pubDate><![CDATA[Sun, 19 Feb 2012 21:15:30]]> GMT</pubDate>
				<author><![CDATA[ A-Hivemind]]></author>
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				<title>Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ A couple of thoughts:<br /> <br /> Your Hive tyrant is a huge point sink, and will be a priority for most opponents.<br /> <br /> As hivemind has said, adrenal glands are wasted points on hormagaunts.  <br /> <br /> Your going to want to increase the amount of zoanthropes in that group to 3, it will massively increase their damage output. <br /> <br /> I would try and find a way to put in more genestealers, and even go with the swarm lord, this would increase your damage potential greatly, as you will now be able to send these stealers to whichever side they want, an alternative to this is going with Ymgarl genestealers, which in order to fit into your list you have to cut an elites slot,(the zoanthropes)<br /> <br /> Basically there are a couple minor adjustments that can improve efficiency, and there are some major adjustments that can drastically change your strategy.<br /> ]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 03:05:42]]> GMT</pubDate>
				<author><![CDATA[ Olenos]]></author>
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				<title>Re:Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ Ok so updated list with some of the suggestions posted, and I like the extra flanking threat but still up in the air about 10 genes vs 20 hormies. Which of these two have the most killing power in your experiences?<br /> <br /> Also is running the trygons on foot for target saturation a good idea, its worked for me so far, but will it be better to almost always ds in a competitive environment?<br /> <br /> One last thing, im considering swapping the zoans for Ymgarls would this be a good move with the current list?]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 04:38:26]]> GMT</pubDate>
				<author><![CDATA[ Hraktaddon]]></author>
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				<title>Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ The 10 genes are good against small elite units (Marines etc) due to rending and toxins help out so much with the re-rolls to wound giving you more chances to rend. The Hormies are good against low armour save opponents such as guard, eldar due to re-rolls to hit and re-rolls to wound from toxin sacks and the amount of attacks you throw at them is going to make a lot of them fail. You will also be striking at the same time as most eldar stuff and quicker then guard.<br /> <br /> If you face marines more than guard, take stealers. If not, do the reverse. Go play test the list with stealers in it for a few games, and with the hormies for a few games to get a better feel for both units and how they play.<br /> <br /> That's about it really. Just play with them.]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 07:08:05]]> GMT</pubDate>
				<author><![CDATA[ A-Hivemind]]></author>
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				<title>Re:Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ At 2,500 take the zoeys rather than ymgarls - you need the extra vehicle killing.<br /> <br /> I would prefer swarlmord with 2 guard at 2,500. If prime is to attach here as well you also need some lash-whips in your death-star to deal with high <span class="glossaryitem" onmouseover='gp(74);'>Init</span> opponents.<br /> <br /> If tight on points, the prime upgrade on trygon can do if you walk them in as you have 5 synapse units anyway.]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 09:17:08]]> GMT</pubDate>
				<author><![CDATA[ ruminator]]></author>
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				<title>Re:Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ I think I'll stick with my stealer, should keep my opponent from spreading out too much and make it easier for me to catch them.<br /> <br /> <blockquote><div><cite>ruminator wrote:</cite><br /> I would prefer swarlmord with 2 guard at 2,500. If prime is to attach here as well you also need some lash-whips in your death-star to deal with high <span class="glossaryitem" onmouseover='gp(74);'>Init</span> opponents.</div></blockquote><br /> Can I attach the prime to the tyrant gaurds if they are with the Lord, I didnt think i could?<br /> <br /> But if I can, I will add <span class="glossaryitem" onmouseover='gp(495);'>LW</span> to the gaurd but do you think the prime should have them as well?<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 20 Feb 2012 20:06:19]]> GMT</pubDate>
				<author><![CDATA[ Hraktaddon]]></author>
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				<title>Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ The only thing you get from the twin boneswords is the <span class="glossaryitem" onmouseover='gp(2);'>3D6</span> leadership test. A little bit better, but you have the Swarmlord to insta-kill anything. Drop one sword for a <span class="glossaryitem" onmouseover='gp(495);'>LW</span>. It is so handy.]]></description>
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				<pubDate><![CDATA[Tue, 21 Feb 2012 08:06:10]]> GMT</pubDate>
				<author><![CDATA[ A-Hivemind]]></author>
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				<title>Re:Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ i would drop the toxins on the genes they are already wounding most anything on 4+or better rolls, vehicles and t5+ aside that is, if i were to give them anything it would be adrenals to aid in t5 or vehicles.<br /> <br /> Personally im anti tervigon thats just a personal thing though i suppose, they do have nice abilities but they really are not as tough as everyone says.<br /> yes they spawn babies... weak babies in small kill groups with weak weapons and if done right they do get <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>- I personally would rather field devour equipped gaunts<br /> Also t6 and as3+.... the t6 is GREAT trust me im a nid player i love my t6, but the 3+ save isnt really that great, whats the numberone type of army used.. a space marine or chapter of them anyways and whats the big thing most lists love these days... missle squads... <span class="glossaryitem" onmouseover='gp(6);'>ap</span> of a krak missile? 3. AP3 or better aside, 3+ is only a 66% chance to save sheer weight of fire from imp guard lasguns can do the trick<br /> when they die so do a lot of gaunts around them. i personally find them to be a weak spot UNLESS running a swarm army <br /> <br /> in my opinion <span class="glossaryitem" onmouseover='gp(269);'>id</span> drop one tervigon and make either a diff heavey support choice like a tfex if you can find the points or bigger better gene squads.<br /> <br /> I prefer t fexes and trygon primes. as they are multi role units. where as a tervigon is a pregnant point sink. (which yes has an amazing potential in certain types of games)<br /> <br /> Also if you can find the 5 points.. to upgrade the tyrant to having strangle cannon. its probably the best suited weapon for him.<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 21 Feb 2012 20:20:06]]> GMT</pubDate>
				<author><![CDATA[ Shadowmyth515]]></author>
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				<title>Re:Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ The main reason for taking toxin sacks is to get the rerolls for more potential rending, comes very handy for <span class="glossaryitem" onmouseover='gp(95);'>meq</span> opponents.(If i am completly wrong on this please tell me)<br /> <br /> I've played many games with tervigons, and i absoultly love them, they either are fire magnets or they get ignored and either way is okay with me. If they are shooting up my tervigon, that means they are ignoring my trygons and swarmlord. If they ignore the tervigons, then my 40 man gaunt wall hits them with <span class="glossaryitem" onmouseover='gp(160);'>ag</span> and ts.(some times are better than others, but i've never had them just be useless and i've played against many types of armies.)<br /> <br /> I have tried out the tfex before out of the three games i used him for he killed all of one pred and one dred. I could see them being better if i used like 2 or 3 at once but I just like my trygons too much! <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> I really appreciate the input, it has given me some things to consider and i will remain open minded to all options.<br /> <br /> I'll look at changing some of the things metioned and see if I like the feel of the list.<br /> <br /> Thanks!]]></description>
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				<pubDate><![CDATA[Tue, 21 Feb 2012 21:09:08]]> GMT</pubDate>
				<author><![CDATA[ Hraktaddon]]></author>
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				<title>Re:Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ yes your wrong on that, they do not get re rolls from toxin sacs on vehicles.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> also t fexs are better when played boldly dont just use the guns run them up and yes 2 are better than one. I love trygons as well as i field one as an elite assassin or armor assassin if im not worried about him dying in one turn. you probably know but i made the mistake of it so ill warn you, marine armies EAT trygons. absolute trygonal rape occurs. aside from that, they are one of my favorite models. more so when prime upgraded<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 21 Feb 2012 22:54:08]]> GMT</pubDate>
				<author><![CDATA[ Shadowmyth515]]></author>
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				<title>Re:Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ <blockquote><div><cite>Shadowmyth515 wrote:</cite>yes your wrong on that, they do not get re rolls from toxin sacs on vehicles.</div></blockquote><br /> <br /> Well i wasn't referring to vehicles, i knew that.<br /> <br /> Thats why I bring the hive gaurd, zoies, and trygons.<br /> <br /> I want the genestealers to go after those missle squads in the back.]]></description>
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				<pubDate><![CDATA[Tue, 21 Feb 2012 23:23:28]]> GMT</pubDate>
				<author><![CDATA[ Hraktaddon]]></author>
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				<title>Re:Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ genes are already <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4, they dont need 5 to get the toxin re rolls on marines, your <span class="glossaryitem" onmouseover='gp(123);'>str</span> hasd to be equal to or greater than the target to get re rolls<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> wait what who do you want adrenals on?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> oh wait sorry i see what you did there, yeah not adrenals toxins on the genes. if you do the math its better to feild more standard genes for non vehicle purposes. they already wound on a 4 so the t sacs dont change anything other than the re roll missed wounds.  but when you have 12 or 13 vs marines the rending and 4 to wound will just be better, more models is more wounds they have to score on you before you close in. also more rending attacks. I assume its rather the same statistically except for the more models in the scenario just is better overall to being able to get more models into <span class="glossaryitem" onmouseover='gp(19);'>cc</span>.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 22 Feb 2012 00:15:04]]> GMT</pubDate>
				<author><![CDATA[ Shadowmyth515]]></author>
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				<title>Re:Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ The genestealers only have toxin sacks no adrenal glands. So that would give me the rerolls on T4 marines right?<br /> <br /> My apologies if i said otherwise previously.]]></description>
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				<pubDate><![CDATA[Wed, 22 Feb 2012 00:23:53]]> GMT</pubDate>
				<author><![CDATA[ Hraktaddon]]></author>
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				<title>Re:Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ yes they get the re roll failed wounds, which does allow for rending to kick in. if that works for you then do it its roughly the same just the armor on them is bad one round of them taking fire as a 10 man squad can be risky.]]></description>
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				<pubDate><![CDATA[Wed, 22 Feb 2012 00:27:24]]> GMT</pubDate>
				<author><![CDATA[ Shadowmyth515]]></author>
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				<title>Re:Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ So if I were to drop the ts on the genestealers, I could get about 2 more per squad.<br /> <br /> Sounds good to me I think thats what i will go with.<br /> <br /> Thanks.]]></description>
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				<pubDate><![CDATA[Wed, 22 Feb 2012 00:46:39]]> GMT</pubDate>
				<author><![CDATA[ Hraktaddon]]></author>
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				<title>Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ KEEP THE T/SACKS!! <br /> They are expensive when you have 2+ squads equipped with them, but when they hit, it pays for itself.]]></description>
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				<pubDate><![CDATA[Wed, 22 Feb 2012 12:25:13]]> GMT</pubDate>
				<author><![CDATA[ A-Hivemind]]></author>
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				<title>Re:Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ 10 stealers with toxin sacs will do a lot more to a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad than 12 without toxin sacs. If you're going to chase tin cans with them, then more bodies may be better but generally you have other units to peel open transports for the stealers to munch the insides.]]></description>
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				<pubDate><![CDATA[Wed, 22 Feb 2012 13:07:26]]> GMT</pubDate>
				<author><![CDATA[ ruminator]]></author>
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				<title>Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ I agree with the above, sacs on stealers are great...the first time you get to reroll your wounds against marines, you'll never look back <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 22 Feb 2012 14:35:12]]> GMT</pubDate>
				<author><![CDATA[ OIF Knight]]></author>
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				<title>Re:Tyranid 2500 point list opinions sought</title>
				<description><![CDATA[ Thanks for the feed back on that guys its much appreciated. <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"><br /> <br /> List updated! tell me what you think!]]></description>
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				<pubDate><![CDATA[Wed, 22 Feb 2012 21:26:27]]> GMT</pubDate>
				<author><![CDATA[ Hraktaddon]]></author>
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