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		<title><![CDATA[Latest posts for the thread "Tyranids - Transports, tanks and Walkers. "]]></title>
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				<title>Tyranids - Transports, tanks and Walkers. </title>
				<description><![CDATA[ Hey guys, when it comes to anti-tank all i ever seem to do is resort to Hive Guard, or podding Zoanthropes.<br /> <br /> Recently Read an article suggesting giving units multiple roles, so does anyone have any suggestions as to what unit and upgrades would be good against transports, decently armoured tanks and dreadnoughts (i always end up in combat with a dreadnought where i cannot do any harm  <img src="/s/i/a/dec8d79950a36218cfae9200a43fa59f.gif" border="0"> ) <br /> <br /> Also to clarify, I hear things like a unit of gargoyles with <span class="glossaryitem" onmouseover='gp(160);'>AG</span> or whatnot, how does that work? ive only ever taken the rending devils into those situations. <br /> <br /> Thanks guys]]></description>
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				<pubDate><![CDATA[Thu, 24 May 2012 19:07:29]]> GMT</pubDate>
				<author><![CDATA[ Bradford1111]]></author>
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				<title>Tyranids - Transports, tanks and Walkers. </title>
				<description><![CDATA[ Hive Guard for <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10-12, Zoanthrope for 13-14. So if you know your opponent won't be taking any AV13+ vehicles, stick with the cheaper Hive Guard.  Against walkers Carnifex and Trygons, even Hive tyrants in a pinch are the way to go. They'll chew them up while usually being able to survive anything they dish out at them (unless its a <span class="glossaryitem" onmouseover='gp(10);'>BA</span> dread with Blood Talons). ]]></description>
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				<pubDate><![CDATA[Sat, 26 May 2012 23:31:39]]> GMT</pubDate>
				<author><![CDATA[ Ferrum_Sanguinis]]></author>
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				<title>Tyranids - Transports, tanks and Walkers. </title>
				<description><![CDATA[ haha <span class="glossaryitem" onmouseover='gp(10);'>BA</span> death company dred iswhat ill be up against in my next battle XD. bad times. ]]></description>
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				<pubDate><![CDATA[Sun, 27 May 2012 00:10:47]]> GMT</pubDate>
				<author><![CDATA[ Bradford1111]]></author>
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				<title>Tyranids - Transports, tanks and Walkers. </title>
				<description><![CDATA[ <blockquote><div><cite>Bradford1111 wrote:</cite>haha <span class="glossaryitem" onmouseover='gp(10);'>BA</span> death company dred iswhat ill be up against in my next battle XD. bad times. </div></blockquote><br /> <br /> Damn, in which case you'll probably want to bring use hive guard against to pop them. Remember that they have None Can Stay My Wrath which ignores shaken and stunned results, on the plus side if you can get a weapon destroyed result you're all set because they Blood Talon special rules only works with two...]]></description>
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				<pubDate><![CDATA[Sun, 27 May 2012 00:31:51]]> GMT</pubDate>
				<author><![CDATA[ Ferrum_Sanguinis]]></author>
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				<title>Tyranids - Transports, tanks and Walkers. </title>
				<description><![CDATA[ A trygon with adrenal glands takes care of that dread.<br /> Same with a winged hive tyrant with 2x scything talons.<br /> <br /> if you're playing an objective game, you can take small units of termagants spawned by tervigons and bubblewrap the dread.<br /> if the dread moves across the board two turns, and spends two or three turns fighting two 6-8 man termagant squads off to the side of the main action, you've effectively "killed" the dread by making it late in turn five before it could do any real damage. 70 points of free gants is a hilariously awesome way to tie up his expensive slashy dread.]]></description>
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				<pubDate><![CDATA[Mon, 28 May 2012 17:09:45]]> GMT</pubDate>
				<author><![CDATA[ Archim3des]]></author>
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				<title>Tyranids - Transports, tanks and Walkers. </title>
				<description><![CDATA[ that is actually an awesome idea mate! dont even bother killing it just leave it tied up. I shall try this on tuesday. ]]></description>
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				<pubDate><![CDATA[Tue, 29 May 2012 14:56:23]]> GMT</pubDate>
				<author><![CDATA[ Bradford1111]]></author>
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				<title>Tyranids - Transports, tanks and Walkers. </title>
				<description><![CDATA[ Here are some tips to help push it even further:<br /> Tervigon spawns before moving, but you place the gants within 6", then they can move 6", shoot and assault.  You can assault a tank, surround it, and then when some other zoanthrope/hiveguard/<span class="glossaryitem" onmouseover='gp(93);'>mc</span> blows the tank up, its contents cannot disembark. So 10 termagants and a trygon assault a landraider with terminators and a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> character. The trygon takes out the tank, and the gants surrounding the front and sides of the landraider kill the 450ish points inside. You can also run the termagants if you're in short range and blow up the tank with shooting. ]]></description>
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				<pubDate><![CDATA[Tue, 29 May 2012 15:55:39]]> GMT</pubDate>
				<author><![CDATA[ Archim3des]]></author>
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				<title>Tyranids - Transports, tanks and Walkers. </title>
				<description><![CDATA[ My buddy has always done decent with genestealers against my marines, specially with a broodlord in it.  It only gets tough against armor 13 or higher.]]></description>
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				<pubDate><![CDATA[Thu, 31 May 2012 02:36:46]]> GMT</pubDate>
				<author><![CDATA[ phoenix darkus]]></author>
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				<title>Tyranids - Transports, tanks and Walkers. </title>
				<description><![CDATA[ I usually go for Termies with adrenal glands. Hit them enough, and something will get through, right? ...Right?]]></description>
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				<pubDate><![CDATA[Sun, 10 Jun 2012 07:37:26]]> GMT</pubDate>
				<author><![CDATA[ Hunchkrot]]></author>
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				<title>Tyranids - Transports, tanks and Walkers. </title>
				<description><![CDATA[ Archim3des, you cruel, cruel, genius. that is brutal. Always getting stuck with, i think, honor guard in tank. <br /> However, wont most of the termies die from the explosion? <br /> <br /> Does termigants with <span class="glossaryitem" onmouseover='gp(160);'>AG</span> work?! transports i guess, but i struggle more with AV11 and dreads.]]></description>
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				<pubDate><![CDATA[Tue, 12 Jun 2012 16:42:58]]> GMT</pubDate>
				<author><![CDATA[ Bradford1111]]></author>
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				<title>Tyranids - Transports, tanks and Walkers. </title>
				<description><![CDATA[ Having tried it in a few games, zoanthropes on foot, supported by onslaught tervigons, and mawlocs are quite awesome. Pushing vehicles out of terrain with the mawlocs to shoot them with the zoeys that you can run out & onslaught. I'd say termagants are better than gargoyles in the glancing vehicles to death role for the sole reason that they're cheaper, especially within synapse, and the gargs are better off screening in my experience. <br /> <br /> Otherwise, everything said here is fairly standard ways of dealing with av10-12. I don't like podding zoeys, they're too suicidal and don't give you the synapse benefit so much.]]></description>
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				<pubDate><![CDATA[Tue, 12 Jun 2012 18:18:43]]> GMT</pubDate>
				<author><![CDATA[ uberjoras]]></author>
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				<title>Tyranids - Transports, tanks and Walkers. </title>
				<description><![CDATA[ but they are faster and have blinding venom... for an addition singular point. gotta be better.]]></description>
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				<pubDate><![CDATA[Tue, 12 Jun 2012 18:25:37]]> GMT</pubDate>
				<author><![CDATA[ Bradford1111]]></author>
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				<title>Tyranids - Transports, tanks and Walkers. </title>
				<description><![CDATA[ They are most certainly better until you factor in the tervigon providing its bubble of <span class="glossaryitem" onmouseover='gp(397);'>FC</span> and poison to the gants. To relate this to your original post, the gargs are also 2 points more when you buy adrenal glands. They also don't score. They fill a different niche in the army than termagants <span class="glossaryitem" onmouseover='gp(72);'>imo</span>, albeit a very similar one.<br /> <br /> *clarification*]]></description>
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				<pubDate><![CDATA[Tue, 12 Jun 2012 19:23:19]]> GMT</pubDate>
				<author><![CDATA[ uberjoras]]></author>
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				<title>Tyranids - Transports, tanks and Walkers. </title>
				<description><![CDATA[ <blockquote><div><cite>Ferrum_Sanguinis wrote:</cite>Hive Guard for <span class="glossaryitem" onmouseover='gp(9);'>AV</span> 10-12, Zoanthrope for 13-14. So if you know your opponent won't be taking any AV13+ vehicles, stick with the cheaper Hive Guard.  Against walkers Carnifex and Trygons, even Hive tyrants in a pinch are the way to go. They'll chew them up while usually being able to survive anything they dish out at them (unless its a <span class="glossaryitem" onmouseover='gp(10);'>BA</span> dread with Blood Talons). </div></blockquote> <br /> Never, ever take carnifexes for any reason.  They are chaos spawn level bad for their points.  Tfexes and Trygons are ALWAYS better.  Carnifexes do not have fleet so they cannot vehicles in melee, their only gun option that does not suck can only pop light transports.  They just flat out suck for their points.]]></description>
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				<pubDate><![CDATA[Wed, 13 Jun 2012 13:09:43]]> GMT</pubDate>
				<author><![CDATA[ Kain]]></author>
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				<title>Tyranids - Transports, tanks and Walkers. </title>
				<description><![CDATA[ Agreed! Carnifex is most over priced unit in the codex. just cause everyone has them and used to spam them. good times...]]></description>
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				<pubDate><![CDATA[Wed, 13 Jun 2012 15:27:48]]> GMT</pubDate>
				<author><![CDATA[ Bradford1111]]></author>
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