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				<title>Tyranid list for my August game. 1500 points</title>
				<description><![CDATA[ My 1 game a month is tomorrow at noon so I figured I'd post it here.  1500 points of my Nids vs Blood Angels.  I picked up a friends Nid army for cheap so I have quite a few models to choose from.  My meta game deals with fewer death stars and more smaller hit and run type units.  Here's my list:<br /> <br /> Hive Tyrant, wings, <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Devourers w/ Brain worms, Old Adversary<br /> <br /> 3 Hive Guard<br /> <br /> Zoanthrope<br /> <br /> Zoanthrope<br /> <br /> 5 Genestealers<br /> <br /> 5 Genestealers<br /> <br /> 5 Genestealers<br /> <br /> 12 Devilgaunts in a pod<br /> <br /> 3 Raveners, Deathspitters, Rending claws<br /> <br /> Trygon<br /> <br /> Trygon<br /> <br /> <br /> <br /> So the strategy is to deepstrike the Trygons and the Gaunts (obviously) and take out his troop choices first.  This will give me victory points and deny him scoring units.  He typically runs 3-4 small units of assault marines.  The raveners are cannon fodder.  If they do damage great but they are mainly there to pull fire away from other things.  Flyrant does what he does best, flying around spreading mayhem.  Don't know whether or not to go with biomancy or keep him with Paroxysm.  I love making my opponent's <span class="glossaryitem" onmouseover='gp(149);'>WS</span> and <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 1.  Zoans will be there to keep the Hive Guard from freaking out (something they have done in the past, I'm really bad at Synapse rolls).  Hive Guard for popping armor.  The Genestealers are there to hide and then claim objectives.  if I'm running these guys into combat it will be out of desperation or backup.  Why these expensive guys?  Because I've had gaunts fail Synapse 3 turns in a row and walk off objectives losing me the game.  Not happening this time.  I had the Trygons as Primes at first but after some soul searching decided the 2nd Zoanthrope was more worth the points.  That's about it.  I know I'll be dealing with some flyers and possibly some Terminator which I will try to just avoid.  I through over 100 shots over 3 turns with a big unit of Devilgaunts once and only managed to kill 2.  Not even worth the effort.<br /> <br /> Hopefully I'll be able to post the battle report.  I love battle reports.  Listen to them on youtube with my phone. <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> Game on, everyone!!!]]></description>
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				<pubDate><![CDATA[Fri, 16 Aug 2013 23:47:49]]> GMT</pubDate>
				<author><![CDATA[ HiveGuard]]></author>
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				<title>Tyranid list for my August game. 1500 points</title>
				<description><![CDATA[ Well that was awful. My game was a complete disaster. We rolled the mission where we just need to kill one another and he stole initiative from me. The dice weren't with me at all. On his turn 2, he dropped in 2 gunships which blew away my flyrant, actually he took 3 wounds and failed his grounding test which then killed him. I've never seen someone make as many deny the witch rolls as this guy did. 3 units of genestealers got tied up in combat for the whole game with 1 freakin unit of 5 assault marines! The trygons didn't do a thing, pretty much chasing after his units the whole time. Whole unit of devilgaunts crushed by a dreadnaught. <br /> <br /> It was pretty much over by turn 4. Oh well. A loss is a loss, but rolling that poorly for everything just hurts. I won't be able to fight this particular friend for a few months but we've already agreed on 2000 points and he said he won't bring 2 flyers again. ]]></description>
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				<pubDate><![CDATA[Sun, 18 Aug 2013 12:13:02]]> GMT</pubDate>
				<author><![CDATA[ HiveGuard]]></author>
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				<title>Tyranid list for my August game. 1500 points</title>
				<description><![CDATA[ Thank you for posting the army list and the short report.  I don't use Gene Steelers, Raveners or Trygons so it's interesting to read your experience with them. <br /> <br /> I used to use Genestealers but in this edition the only type I use is Ymgarli Genestealers to mess with opponents who camp out around towers and other terrain. ]]></description>
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				<pubDate><![CDATA[Sun, 18 Aug 2013 13:12:10]]> GMT</pubDate>
				<author><![CDATA[ Consul Scipio]]></author>
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				<title>Tyranid list for my August game. 1500 points</title>
				<description><![CDATA[ Sounds like really bad matchups for your units. Hard to believe 5 <span class="glossaryitem" onmouseover='gp(333);'>PA</span> marines stood against 15 genestealers. <br /> <br /> Couple of tactic issues I see. First and for most the Devils, should have bailed on the Dread. They can't hurt it, so should have used the "our Weapons are useless" rule and run away. What powers did you get? I would run the Trygon's instead of <span class="glossaryitem" onmouseover='gp(471);'>DS</span>, they are fleet and can cover a lot of ground. Same with the Raveners plus they are beasts.<br /> <br /> This list is going to be a rough match up against anything at 1500 points. Your troops and <span class="glossaryitem" onmouseover='gp(35);'>FA</span> pretty much don't get armor saves.<br /> <br /> Um you should almost never need to make <span class="glossaryitem" onmouseover='gp(181);'>IB</span> checks with well built list. One should always build enough synapse in to a list to stay on the board. Also <span class="glossaryitem" onmouseover='gp(315);'>GtG</span> cancels <span class="glossaryitem" onmouseover='gp(181);'>IB</span> checks. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 18 Aug 2013 14:07:53]]> GMT</pubDate>
				<author><![CDATA[ barnowl]]></author>
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				<title>Tyranid list for my August game. 1500 points</title>
				<description><![CDATA[ But with Synapse spread out everywhere aren't your troops fearless and therefore cannot go to ground or run from an assault? I very much would've liked to have retreated from the dread with my gaunts but thought I wasn't allowed because of fearless. ]]></description>
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				<pubDate><![CDATA[Sun, 18 Aug 2013 15:31:00]]> GMT</pubDate>
				<author><![CDATA[ HiveGuard]]></author>
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				<title>Tyranid list for my August game. 1500 points</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/546591/5959446.page"><b>HiveGuard wrote:</b></a><br/>But with Synapse spread out everywhere aren't your troops fearless and therefore cannot go to ground or run from an assault? I very much would've liked to have retreated from the dread with my gaunts but thought I wasn't allowed because of fearless. </div></blockquote><br /> <br /> Sort of. The trick is control your synapse coverage. And with the flyrant down, all you had were the 2 Zoes, so clear them off the guants and then use the <span class="glossaryitem" onmouseover='gp(636);'>OWaU</span> rule . If you are having to do <span class="glossaryitem" onmouseover='gp(181);'>IB</span> tests, you are not in Synapse range which is when you use the <span class="glossaryitem" onmouseover='gp(315);'>GTG</span>.  <br /> <br /> One of the hardest skills to get good with is the synapse control. For example, you want Trygons to start the movement phase out side the 12" synapse bubble so they can gain rage, and then when they hit the assault you want them back in range to automatically gain fearless.  Same applies to getting the Turn one/second player turn assault with infiltrated stealers, push them up out of synapse <span class="glossaryitem" onmouseover='gp(315);'>GTG</span>. on your turn move the Synapse cover over them to bounce them up and they now move normal.]]></description>
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				<pubDate><![CDATA[Sun, 18 Aug 2013 16:57:52]]> GMT</pubDate>
				<author><![CDATA[ barnowl]]></author>
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