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				<title>Tyranids 1750 point </title>
				<description><![CDATA[ hello<br /> <br /> i have not played <span class="glossaryitem" onmouseover='gp(3);'>40k</span> since 4th edition. im getting back into the hobby with a 1750 army of Nids. my goal is to have the 1750 painted and get some friendly games for experience before dec for a Tournament . need some help, i have read though the codex and writern up a army which i think would be all round and can do some damage, but i was hoping for some advice and any tips. i still have 50pts to spend and im thinking of some upgrades on the genestealers, but im a little lost and dont want to be wasting time and money<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>-<br />  Hive tyrant- hive commander, scything talons, devourer – 210<br /> Elite-<br />  the Doom of malan’tal- mycetic spare – 150<br /> Hive guard- x3- 150<br /> Troops-<br /> termagant Brood x30 – Tervigon – 310<br /> termagant Brood x30 – Tervigon – 310<br /> termagant Brood x30 – 150<br /> Genestealers- x8 – 112<br /> Genestealers- x8 – 112<br /> Heavy-<br /> Trygon- 200<br />  Total 1704<br /> <br /> <br /> thanks for any advice]]></description>
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				<pubDate><![CDATA[Tue, 8 May 2012 09:31:02]]> GMT</pubDate>
				<author><![CDATA[ robbie1087]]></author>
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				<title>Re:Tyranids 1750 point </title>
				<description><![CDATA[ Tyrant on foot needs tyrant guard.<br /> <br /> Elites - run 2*2 hive guard.<br /> <br /> Troops, why pay for all those termagants when the tervigons spawns them for free. Only buy the minimum 10 strong brood for 50 or go for devourer gants.<br /> <br /> Stealers work best with toxin sacs. <br /> <br /> Trygons work best with <span class="glossaryitem" onmouseover='gp(160);'>AG</span>.]]></description>
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				<pubDate><![CDATA[Tue, 8 May 2012 09:48:42]]> GMT</pubDate>
				<author><![CDATA[ ruminator]]></author>
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				<title>Re:Tyranids 1750 point </title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>-<br />  Hive tyrant- hive commander, scything talons, devourer – 210<br /> Guard x2 - 120<br /> Elite-<br />  the Doom of malan’tal- mycetic spare – 150<br /> Hive guard- x2- 100<br /> Hive guard- x2- 100<br /> Troops-<br /> termagant Brood x10(50) – Tervigon <span class="glossaryitem" onmouseover='gp(160);'>AG</span> (10)– 220<br />  termagant Brood x10(50) – Tervigon <span class="glossaryitem" onmouseover='gp(160);'>AG</span> (10)– 220<br /> Genestealers- x8(112)  <span class="glossaryitem" onmouseover='gp(130);'>TS</span> (24)– 136<br /> Genestealers- x8(112)  <span class="glossaryitem" onmouseover='gp(130);'>TS</span> (24)– 136<br /> Heavy<br /> Trygon- 200<br />  Total 1592<br /> <br /> 158 left over<br /> <br /> should i give the guard any upgrades or they are really there to give cover to the tryant, would two be enough<br /> <br /> ternagants now in groups of 10, should i upgrade all to devourer<br /> <br /> still have 158 points to burn, any ideas<br /> <br /> thanks for the help<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 8 May 2012 10:43:55]]> GMT</pubDate>
				<author><![CDATA[ robbie1087]]></author>
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				<title>Re:Tyranids 1750 point </title>
				<description><![CDATA[ Personally I would either spend your left over points on 2 more Hive Guard or some Zoanthropes <img src="/s/i/a/98211dee9c461fcb24c29d4004f43f7f.gif" border="0"> <br /> <br /> You need some more anti-tank for tournaments.<br /> <br /> I agree with the post about toxin sacs, you are getting re-rolls on the all important rending to wound roll which means more dead enemies<br /> <br /> Good luck]]></description>
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				<pubDate><![CDATA[Tue, 8 May 2012 10:48:30]]> GMT</pubDate>
				<author><![CDATA[ WraithGaz]]></author>
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				<title>Tyranids 1750 point </title>
				<description><![CDATA[ Keep the Gants basic, they die in droves and are a huge point sink with Devourers.<br /> <br /> I would consider dropping the Stealers in favour of another Trygon and probably upgrade your Tyrant to the Swarmlord. Swarm lord is beastly.<br /> <br /> It seems that Nids tend to work by using Gants as cover for the big stuff and nearly everything else is Toughness 6. I could be wrong though. ]]></description>
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				<pubDate><![CDATA[Tue, 8 May 2012 10:49:35]]> GMT</pubDate>
				<author><![CDATA[ Puscifer]]></author>
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				<title>Tyranids 1750 point </title>
				<description><![CDATA[ I'll triple support the <span class="glossaryitem" onmouseover='gp(130);'>TS</span> on stealers.....you're increasing rends by 50%.<br /> <br /> Devilgaunts can work dropped from mycetic spores.....but you'd want a unit of 20 and that gets really pricy.<br /> <br /> Speaking of spores...I believe the price on the Doom w/spore is incorrect.<br /> <br /> <br /> If you take zoanthropes you almost need to put them in a spore too.  <br /> <br /> I'm fond of <span class="glossaryitem" onmouseover='gp(446);'>OA</span> on tyrants, but also use flyrants to get them in quick as well.<br /> <br /> I'd add <span class="glossaryitem" onmouseover='gp(130);'>TS</span> to the tervigons so the gaunts get a 4+ wound always, rerolling on the charge against most things.]]></description>
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				<pubDate><![CDATA[Tue, 8 May 2012 12:29:18]]> GMT</pubDate>
				<author><![CDATA[ Brother Taurinus]]></author>
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				<title>Tyranids 1750 point </title>
				<description><![CDATA[ doom + spore with no upgrades is 130]]></description>
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				<pubDate><![CDATA[Tue, 8 May 2012 12:56:53]]> GMT</pubDate>
				<author><![CDATA[ cheapbuster]]></author>
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				<title>Tyranids 1750 point </title>
				<description><![CDATA[ That's what I thought, w/o looking at the codex....I use it often enough =P ]]></description>
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				<pubDate><![CDATA[Tue, 8 May 2012 13:16:16]]> GMT</pubDate>
				<author><![CDATA[ Brother Taurinus]]></author>
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				<title>Tyranids 1750 point </title>
				<description><![CDATA[ Just remember, the Tervigon can be taken <span class="glossaryitem" onmouseover='gp(400);'>AS</span> A TROOP CHOICE, not like a dedicated transport.  So in that first list, you had 7 troop choices.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, remember, there is a 6 in 36 or a 1 in 6 chance to roll doubles on two dice, and tervigon's roll 3 dice.  I have only seen a terviogon spawn three times, twice.  Also, gaunts and gants are great buys and work exceptionally well in large numbers]]></description>
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				<pubDate><![CDATA[Tue, 8 May 2012 17:47:30]]> GMT</pubDate>
				<author><![CDATA[ kungfujew]]></author>
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				<title>Tyranids 1750 point </title>
				<description><![CDATA[ <blockquote><div><cite>kungfujew wrote:</cite>Just remember, the Tervigon can be taken <span class="glossaryitem" onmouseover='gp(400);'>AS</span> A TROOP CHOICE, not like a dedicated transport.  So in that first list, you had 7 troop choices.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Also, remember, there is a 6 in 36 or a 1 in 6 chance to roll doubles on two dice, and tervigon's roll 3 dice.  I have only seen a terviogon spawn three times, twice.  Also, gaunts and gants are great buys and work exceptionally well in large numbers</div></blockquote><br /> <br /> Depends on your luck rolling. I had a pair keep spawning the whole game.  You can believe my opponent was watching the dice like a hawk for those doubles.]]></description>
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				<pubDate><![CDATA[Tue, 8 May 2012 21:35:12]]> GMT</pubDate>
				<author><![CDATA[ barnowl]]></author>
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				<title>Re:Tyranids 1750 point </title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>-<br />  Hive tyrant- hive commander, scything talons, devourer – 210<br /> Guard x3- 180<br /> Elite-<br />  the Doom of malan’tal- mycetic spare – 130<br /> Hive guard- x2- 100<br /> Hive guard- x2- 100<br /> Troops-<br /> termagant Brood x10(50) -50<br /> Tervigon <span class="glossaryitem" onmouseover='gp(160);'>AG</span> (10) <span class="glossaryitem" onmouseover='gp(130);'>TS</span> (10)– 180<br />  termagant Brood x10(50) -50<br />  Tervigon <span class="glossaryitem" onmouseover='gp(160);'>AG</span> (10) <span class="glossaryitem" onmouseover='gp(130);'>TS</span> (10)– 180<br /> Genestealers- x8(112)  <span class="glossaryitem" onmouseover='gp(130);'>TS</span> (24)– 136<br /> Genestealers- x8(112)  <span class="glossaryitem" onmouseover='gp(130);'>TS</span> (24)– 136<br /> Heavy<br /> Trygon- 200<br />  Total 1652<br /> with 98 left over<br /> <br /> idea one i could drop the genestealers and fill in with a other lot of Tervigon <span class="glossaryitem" onmouseover='gp(160);'>AG</span> (10) <span class="glossaryitem" onmouseover='gp(130);'>TS</span> (10)– 180pts  termagant Brood x10(50) -50pts. i would then still have approx 140pts for a anti tank unit or up grade the tyrant to sparwlord. but from what i can gather the genestealers a must in a Nids army<br />  <br /> idea two make the Trygon to prime and bring in a broodloard in one of the genestealers squards<br /> <br /> idea three use last points for some ravener brood<br /> <br /> idea four fill in some of the gaps with more termagants incase of low dice rolls<br /> <br /> thanks for the adivce]]></description>
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				<pubDate><![CDATA[Wed, 9 May 2012 09:36:08]]> GMT</pubDate>
				<author><![CDATA[ robbie1087]]></author>
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				<title>Re:Tyranids 1750 point </title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(160);'>AG</span> on the trygon. Lashwhips on at least 1 tyrant guard. Do you really need 3 by the way? Scything talons over lashwhip and bonesword? Not sure on that one.<br /> <br /> 3 raveners is too small a brood and you can't quite trim enough to get up to 5 - as that's 175 pts with rending. <br /> <br /> Elites and troops seem good, apart from a lack of catalyst on the tervigons. <span class="glossaryitem" onmouseover='gp(130);'>TS</span> can be worthwhile as well.<br /> <br /> If you take catalyst and the upgrades above, you have enough points left for a tyranid prime in the second <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> over a 3rd tyrant guard. he can join the tyrant, babysit the hive guard etc and can be a useful all-rounder and synapse cover. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 9 May 2012 09:53:05]]> GMT</pubDate>
				<author><![CDATA[ ruminator]]></author>
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				<title>Re:Tyranids 1750 point </title>
				<description><![CDATA[ reduced the tyrant guard down to two and given one a lash whip. i have also given the tyrant old adversary as the rule does sound like a lot of fun. got ten points should i give the tyraind prime <span class="glossaryitem" onmouseover='gp(160);'>AG</span> or <span class="glossaryitem" onmouseover='gp(130);'>TS</span><br /> <br /> the part of were you said <span class="glossaryitem" onmouseover='gp(130);'>TS</span> can be worthwhile as well, did you mean towards the tervigons?]]></description>
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				<pubDate><![CDATA[Wed, 9 May 2012 10:40:37]]> GMT</pubDate>
				<author><![CDATA[ robbie1087]]></author>
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				<title>Tyranids 1750 point </title>
				<description><![CDATA[ Tyrant guard aren't as amazing as people say.<br /> <br /> With Nids you need to ensure that everything helps another sqd, this is what Tyrant Guard fail at.<br /> <br /> With Nids, get an overall theme and then build the army to support the theme. I preach a minimalist upgrade policy - only upgrade where it will benefit you in most situations, not some.<br /> <br /> Infantry are easy pray for most nid units and you shouldn't bling units up to deal with them. Armour is a different story, we suck at armour IF we don't be careful. Zoan Thropes are good and don't have to be dropped in spores (though it helps), Harpies with venom cannons are effective anti-armour (they can shoot and charge with good chances of damage). <br /> <br /> Try and formulate a list that has all or nothing on the board. If you want to use spores (and I love them) put anything without wings in them. If you don't, you give the opponent no choice but t roll dice at your units on the table... <br /> <br /> Tervigons... yep, every one loves them. Stats don't support them. They average 10 spawns a turn, and will get a doulble within 3 turns (statistaically). Therefore if you must take them, you are best keeping them off the board and bringing them on later to spawn. Other than that, they are slow, weak easy kills that take away from your overall list. If you are taking these guys, look to build a shooty list. People will bang on about holding back field objectives... Nids are suppose to kill everything on the planet or die... Build a list that will destroy the opponents deployment area and you don't need pesky back field gaunts (besides all you're doing is pumping out easy kill points).]]></description>
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				<pubDate><![CDATA[Wed, 9 May 2012 12:51:07]]> GMT</pubDate>
				<author><![CDATA[ Eagleeye]]></author>
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				<title>Tyranids 1750 point </title>
				<description><![CDATA[ <blockquote><div><cite>Eagleeye wrote:</cite>Tyrant guard aren't as amazing as people say.<br /> <br /> With Nids you need to ensure that everything helps another sqd, this is what Tyrant Guard fail at.<br /> <br /> With Nids, get an overall theme and then build the army to support the theme. I preach a minimalist upgrade policy - only upgrade where it will benefit you in most situations, not some.<br /> <br /> Infantry are easy pray for most nid units and you shouldn't bling units up to deal with them. Armour is a different story, we suck at armour IF we don't be careful. Zoan Thropes are good and don't have to be dropped in spores (though it helps), Harpies with venom cannons are effective anti-armour (they can shoot and charge with good chances of damage). <br /> <br /> Try and formulate a list that has all or nothing on the board. If you want to use spores (and I love them) put anything without wings in them. If you don't, you give the opponent no choice but t roll dice at your units on the table... <br /> <br /> Tervigons... yep, every one loves them. Stats don't support them. They average 10 spawns a turn, and will get a doulble within 3 turns (statistaically). Therefore if you must take them, you are best keeping them off the board and bringing them on later to spawn. Other than that, they are slow, weak easy kills that take away from your overall list. If you are taking these guys, look to build a shooty list. People will bang on about holding back field objectives... Nids are suppose to kill everything on the planet or die... Build a list that will destroy the opponents deployment area and you don't need pesky back field gaunts (besides all you're doing is pumping out easy kill points).</div></blockquote><br /> <br /> You're extolling the virtues of the harpy and yet desribing the tervigon as a weak, easy kill.  Harpy is almost impossible to get a cover save, has 1 lower toughness than the tervigon and only a 4+ armour save. Tervigon, especially with catalyst is tough and boosts other units. <span class="glossaryitem" onmouseover='gp(443);'>HVC</span> is not a reliable anti-tank weapon. That -1 on the pen and -2 on the glance roll makes it useful for stunlocking only.]]></description>
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				<pubDate><![CDATA[Wed, 9 May 2012 16:04:56]]> GMT</pubDate>
				<author><![CDATA[ ruminator]]></author>
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