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		<title><![CDATA[Latest posts for the thread "1850 Flying Fast Tyranid fun list"]]></title>
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				<title>1850 Flying Fast Tyranid fun list</title>
				<description><![CDATA[ I am going to preface this list by saying that I run the normal Nid list all the time, and as such am bored with it.  It is my intention to make a new list which aims to be somewhat competitive but yet much different from the standard Tyranid list.  With that in mind, I would actually like to get ideas on tactics and units that might be a better replacement for the ones that are there, keeping in mind the overall idea of the army.<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> <br /> Hive Tyrant - Wings, Implant Attack, Hive Commander, Dual Scything Talons, Toxin Sacs - 280 pts<br /> <br /> The Parasite of Mortrex - 160 pts<br /> <br /> Troops:<br /> <br /> Tervigon - 3 powers - 190 pts<br /> <br /> 18 Termagants - Devourers, in a Pod - 220 pts<br /> <br /> 5 Warriors - 4 Deathspitters, 1 Barbed Strangler, Toxin Sacs, Bonesword and Lash Whip, in a Pod - 320 pts<br /> <br /> 7 Ripper Bases - Tunnel, Spinefists - 119 pts<br /> <br /> Fast Attack:<br /> <br /> 6 Raveners - Spinefists, Rending Claws - 240 pts<br /> <br /> Harpy - Stranglethorn Cannon. Cluster spines - 160 pts<br /> <br /> Harpy - Stranglethorn Cannon, Cluster Spines - 160 pts<br /> <br /> Total - 1849 pts<br /> <br /> <br /> Tactics, for this army I forsee the following set up:  Parasite joins the Raveners and charges forward using cover to hopefully achieve a second turn charge.  Hive Tyrant and Harpies take to the skies and motor forward, Harpies dropping two large blasts each, hopefully pinning something with the Cannons.  Turn two I'm within charge range with lots of stuff, hopefully the warriors, Devilgants, and Rippers all come in too for a ton of shooting and a third turn mop up.<br /> <br /> For the Tervigon I actually will roll on Telekinesis first hoping to get Gate of Infinity, then Biomancy with any leftover rolls.  The Tervigon with <span class="glossaryitem" onmouseover='gp(427);'>GoI</span> will teleport forward 24" then turn two spawns some Gaunts for the turn two charge.<br /> <br /> Obviously there are a host of armies that will beat this list into the ground, and I'm ok with that.  But I also think there is a lot of resiliency here and should provide enough targets to saturate and get my big beasties into <span class="glossaryitem" onmouseover='gp(19);'>CC</span> asap.<br /> <br /> Thanks! ]]></description>
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				<pubDate><![CDATA[Fri, 27 Sep 2013 21:48:10]]> GMT</pubDate>
				<author><![CDATA[ djm55]]></author>
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				<title>Re:1850 Flying Fast Tyranid fun list</title>
				<description><![CDATA[ I thought I was going to open this and see around 60 gargoyles but I like this list. I say run it and let me know how it works out for you!]]></description>
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				<pubDate><![CDATA[Fri, 27 Sep 2013 23:36:58]]> GMT</pubDate>
				<author><![CDATA[ zaak]]></author>
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				<title>Re:1850 Flying Fast Tyranid fun list</title>
				<description><![CDATA[ I've toyed with the idea of a fast paced Tyranid list in the past, to medium levels of success. A few things I found out:<br /> <br /> -Harpies are plum awful. Being T5 and Sv4+ makes them adept at dying to Quad Guns. I ran one for three games, and never again until the new Codex. <br /> <br /> -If you want to run a melee Tyrant that is quite fine and can work out well. But he's missing the most essential upgrade, the Lash Whip. Most melee kings will have superior or equivalent initiative than a Tyrant and this can make a tremendous difference. <br /> <br /> -The Parasite is heavily underrated. I would take him more if I wasn't so afraid of the air meta in my region. That being said Raveners are a solid support choice, but their Spinefists are not. If you're building a melee squad, make them melee! <br /> <br /> -Rippers aren't a fantastic unit. However, they are quite good at being ablative wounds. My suggestion would be to take them stock as opposed to throwing any cash down on them besides base. Hive Commander if you ask me. <br /> <br /> -Gargoyles! They're fantastic for this army style, swoop in! ]]></description>
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				<pubDate><![CDATA[Sat, 28 Sep 2013 02:02:21]]> GMT</pubDate>
				<author><![CDATA[ Cieged]]></author>
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				<title>1850 Flying Fast Tyranid fun list</title>
				<description><![CDATA[ I have a fast moving list which consists of 6 shrikes, 6 raveners, 20 gargs, 2 flyrants, 40 devgaunts in pods and a mawloc. There are enough points left for modifications of whatever you need.<br /> <br /> Shrikes and ravs have rending claws to deal with high armour enemies.<br /> <br /> Everything moves 12" minimum except the reserves (mawloc and <span class="glossaryitem" onmouseover='gp(29);'>devs</span>.<br /> <br /> Works well. You should see Tau players faces when their army disappears in 1 turn.]]></description>
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				<pubDate><![CDATA[Sat, 28 Sep 2013 13:43:10]]> GMT</pubDate>
				<author><![CDATA[ Shingen]]></author>
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				<title>Re:1850 Flying Fast Tyranid fun list</title>
				<description><![CDATA[ Thanks for the replies! <br /> <br />  I've toyed with putting in Shrikes and Gargoyles and could easily swap a Harpy for a squad of either, so I'll try out the Harpies and if they don't work out I can certainly swap those in!  I know Harpies aren't rated highly, and that's ok.  I just finished the conversion on these and wanted to field them.  The one good thing is that there is only one Quad gun, but 3 <span class="glossaryitem" onmouseover='gp(630);'>FMC</span>'s, so hopefully they'll focus on a Harpy and not the Flyrant.  My plan is to hide the <span class="glossaryitem" onmouseover='gp(630);'>FMCs</span> as much as possible from <span class="glossaryitem" onmouseover='gp(805);'>AA</span> fire first turn then assault (Flyrant) or fly over dropping Spore Mines (Harpies) and shoot some more.  With all those blasts I'm thinking that most infantry will be crippled and the Harpies should make the points back.<br /> <br /> I don't plan on swapping out the Parasite as I just finished my conversion and want it on the table for sure, so no dual Flyrants <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> I've thought about the <span class="glossaryitem" onmouseover='gp(495);'>LW</span>/<span class="glossaryitem" onmouseover='gp(14);'>BS</span> on the Flyrant, but I like the idea of rerolling everything for more chances at insta-killing.  I think as long as I pick and choose my targets wisely, he will more than make up the point investment.  However, I magnetize all my big model's arms so swapping in the Whip wouldn't be a problem!<br /> <br /> Rippers are going to stay, if for nothing more than the fun value.  And for the fact that when they land I can roll 28 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> shots at BS2!  Nids have become Orks  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Sat, 28 Sep 2013 15:23:58]]> GMT</pubDate>
				<author><![CDATA[ djm55]]></author>
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				<title>1850 Flying Fast Tyranid fun list</title>
				<description><![CDATA[ I have 2 harpies and I rate them highly but I use them in games alongside biovores for multiple pie plate fun time. They both have heavy venom cannons as well. Twin linked they can be deadly. Or you can use their other shooting attack if there are lots of low armed units around. 11 large blasts (with biovores) in one turn is not to be underestimated.<br /> <br /> Harpies are underrated by most people, they are fantastic units and I applaud you for using them.]]></description>
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				<pubDate><![CDATA[Sat, 28 Sep 2013 15:48:38]]> GMT</pubDate>
				<author><![CDATA[ Shingen]]></author>
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