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		<title><![CDATA[Latest posts for the thread "1850 Tyranid Local Tourney List"]]></title>
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				<title>1850 Tyranid Local Tourney List</title>
				<description><![CDATA[ Hey all. Just getting back into <span class="glossaryitem" onmouseover='gp(146);'>WH40k</span> from 4th/5th ed. era and looking to field a good all-around nid list for a local tourney.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Flyrant<br /> 2x <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(29);'>dev</span><br /> (Biomancy)<br /> 260 pts<br /> <br /> Tyrant with 3x Guard<br /> (Biomancy)<br /> 350 pts<br /> <br /> Elite:<br /> Hive Guard x3 150pts<br /> Doom w/ Spore (Biomancy) 130pts<br /> <br /> Troop:<br /> Termagunt x13 - 65pts<br /> Termagaunt x13 - 65pts<br /> Tervigon (Biomancy) - 160pts<br /> Tervigon (Biomancy) - 160pts<br /> <br /> H. Support<br /> Tyrgon<br /> Toxic Sacs - 210<br /> Tyrgon<br /> Toxis Sacs - 210<br /> <br /> 2 Biovore - 90<br /> <br /> 1850 Total<br /> 11KP<br /> 4 Synapse<br /> ~35 Models (before spawning terma)<br /> <br /> My goal in objective games is to keep the tervigons and termagaunts hoarding the objectives until time runs out, while my <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> enfeeble and charge the ranks as biovores attempt to kill infantry/artillery blobs. Flyrant/Doom/Tyrgons all deepstriking. In kill games, my goal is similar except use terma as screens as <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> rush. <br /> <br /> I'm also thinking of reducing the Terma Squads to 11, removing the Biovores, and giving the Tervigons Regen + Crushing Claws + Biomancy (possible <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> / It Will Not Die) for a sturdy Smash-<span class="glossaryitem" onmouseover='gp(93);'>MC</span> that wrecks shop in close combat (still comes out to 1850). <br /> <br /> I anticipate problems with flyers (transports with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> lascannons type thing) and <span class="glossaryitem" onmouseover='gp(69);'>IG</span>/TAU/Eldar super shooty armies, but that's nothing new to a nid list. Thoughts?<br /> <br /> Edit: Point totals etc.]]></description>
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				<pubDate><![CDATA[Fri, 7 Sep 2012 19:05:51]]> GMT</pubDate>
				<author><![CDATA[ wootjustice]]></author>
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				<title>Re:1850 Tyranid Local Tourney List</title>
				<description><![CDATA[ a sinlge flyrant i have never had much luck with. <span class="glossaryitem" onmouseover='gp(630);'>FMC</span>'s can get grounded easily by massed small arms fire then taken out by the big guns at normal <span class="glossaryitem" onmouseover='gp(14);'>BS</span>. thaths just my experience with them.<br /> <br /> personally i would drop 3 gaunts from each of the troops to pay for 2 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(29);'>dev</span> on the walking tyrant<br /> <br /> i started out going psychic powers crazy with the tervigons but found myself often just wishing i had the guaranteed <span class="glossaryitem" onmouseover='gp(265);'>FNP</span>. ]]></description>
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				<pubDate><![CDATA[Fri, 7 Sep 2012 19:39:43]]> GMT</pubDate>
				<author><![CDATA[ quechal]]></author>
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				<title>Re:1850 Tyranid Local Tourney List</title>
				<description><![CDATA[ Interesting critique. In that case, do you prefer to run no <span class="glossaryitem" onmouseover='gp(630);'>FMCs</span>, two <span class="glossaryitem" onmouseover='gp(630);'>FMCs</span>, or get a squad of Gargs to screen? ]]></description>
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				<pubDate><![CDATA[Fri, 7 Sep 2012 23:37:13]]> GMT</pubDate>
				<author><![CDATA[ wootjustice]]></author>
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				<title>1850 Tyranid Local Tourney List</title>
				<description><![CDATA[ I like it. I would go with 2x flyrants. they shouldn't be overly focused fired on, as you have so much saturation, which i love. <br /> If you can find the points for another trygon that would be awesome! or a dakkafex. I love monsters. <br /> alternativly, find a pod and devours for your gants. mid-game objective booters. ]]></description>
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				<pubDate><![CDATA[Sat, 8 Sep 2012 11:13:05]]> GMT</pubDate>
				<author><![CDATA[ Bradford1111]]></author>
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				<title>1850 Tyranid Local Tourney List</title>
				<description><![CDATA[ I have been running a Flyrant for the last 10 games and it's been shot down and killed 2 times.  Both times by <span class="glossaryitem" onmouseover='gp(69);'>IG</span>.  Once by heavy weapons team and once by a Flyer.<br /> <br /> It depends on who you are facing, where you put him, what is his purpose?<br /> <br /> You have a strong field presence with lots of targets.  As you march across the field, I assume the Doom will drop in on your opponent while everything else moves up.  The Doom will probably only effect 2-3 units which leaves everything else to shoot at the big bugs.  <br /> <br /> If your Flyrant skirts the edges and doesn't get too close too soon, he will probably live.  Don't be afraid to be aggressive with your Tervigons.  I didn't say foolish, but aggressive.  Lots of T6-T9 <span class="glossaryitem" onmouseover='gp(93);'>MC</span> marching across the field is scary to almost all armies... <br /> <br /> I keep Cataclysm on the Doom for at least one nice big shot.   Some people prefer Psychic Shriek, but I like the range of Cataclysm.  It allows you to reach out and touch someone with a nice big blast marker, and if you're lucky...it's <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 10 AP1.  I also deepstrike 5-6 units at the same time, so there are less units aiming their guns at the Doom turn 2.  ]]></description>
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				<pubDate><![CDATA[Sat, 8 Sep 2012 20:29:43]]> GMT</pubDate>
				<author><![CDATA[ rpricew]]></author>
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				<title>1850 Tyranid Local Tourney List</title>
				<description><![CDATA[ Yeah i can see flyrants being bad against imperial guard. you dont have to swoop him forward though, i keep him back turn 1/2 normally near some venomthropes and have monsters in front of him, then bring the hurt in turn 2/3. i surpose you could just deepstrike him/bring on from board edge. its a little more reliable now. ]]></description>
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				<pubDate><![CDATA[Thu, 13 Sep 2012 14:17:22]]> GMT</pubDate>
				<author><![CDATA[ Bradford1111]]></author>
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				<title>1850 Tyranid Local Tourney List</title>
				<description><![CDATA[ I only consider deep striking the Flyrant on Hammer & Anvil games where my opponent is out of its 42" threat range.<br /> <br /> 24" movement from the board edge + 18" Devourer range = 42"<br /> <br /> I rely on shooting from the Flyrants to wreck/kill/maim a unit on the turn it arrives.  Low leadership troops are a perfect choice as the Devourer causes a -1 to their leadership and can easily make a LD7-8 unit run.]]></description>
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				<pubDate><![CDATA[Sat, 29 Sep 2012 16:53:05]]> GMT</pubDate>
				<author><![CDATA[ rpricew]]></author>
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				<title>1850 Tyranid Local Tourney List</title>
				<description><![CDATA[ My only serious critique with your list is to much Biomancy. While biomancy is nice, after you get one or two units loaded with it the rest are a waste. On the other hand nids' really can't have to much OM. especially if you are running flyrants. Any non-vehicle hit by OM has to re-roll those 6's they need to hit a flyer on Snap Shots. <br /> <br /> Telepathy is also strong with Domination and Puppet Master. Puppet Master on a Manticore will just run an <span class="glossaryitem" onmouseover='gp(69);'>IG</span> players day. <br /> <br /> Biomancy on a Doom is a bit of waste. It is one of the few 'nids that is better with the stock powers. If you don't go stock, then should probably take <span class="glossaryitem" onmouseover='gp(418);'>TK</span> powers. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 29 Sep 2012 18:16:35]]> GMT</pubDate>
				<author><![CDATA[ barnowl]]></author>
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